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32 #include "bindings/core/v8/V8ImageData.h"
34 #include "bindings/core/v8/custom/V8Uint8ClampedArrayCustom.h"
38 v8::Handle<v8::Object> wrap(ImageData* impl, v8::Handle<v8::Object> creationContext, v8::Isolate* isolate)
41 v8::Handle<v8::Object> wrapper = V8ImageData::createWrapper(impl, creationContext, isolate);
42 if (!wrapper.IsEmpty()) {
43 // Create a V8 Uint8ClampedArray object.
44 v8::Handle<v8::Value> pixelArray = toV8(impl->data(), creationContext, isolate);
45 // Set the "data" property of the ImageData object to
46 // the created v8 object, eliminating the C++ callback
47 // when accessing the "data" property.
48 if (!pixelArray.IsEmpty())
49 wrapper->ForceSet(v8AtomicString(isolate, "data"), pixelArray, v8::ReadOnly);