#ifndef WebGLGetInfo_h
#define WebGLGetInfo_h
+#include "core/dom/DOMTypedArray.h"
#include "core/html/canvas/WebGLBuffer.h"
#include "core/html/canvas/WebGLFramebuffer.h"
#include "core/html/canvas/WebGLProgram.h"
#include "core/html/canvas/WebGLRenderbuffer.h"
#include "core/html/canvas/WebGLTexture.h"
#include "core/html/canvas/WebGLVertexArrayObjectOES.h"
-#include "wtf/Float32Array.h"
-#include "wtf/Int32Array.h"
#include "wtf/PassRefPtr.h"
#include "wtf/RefPtr.h"
-#include "wtf/Uint32Array.h"
-#include "wtf/Uint8Array.h"
#include "wtf/text/WTFString.h"
namespace blink {
// similar variants. For reference counted types, increments and
// decrements the reference count of the target object.
-class WebGLGetInfo FINAL {
+class WebGLGetInfo final {
STACK_ALLOCATED();
public:
enum Type {
explicit WebGLGetInfo(const String& value);
explicit WebGLGetInfo(unsigned value);
explicit WebGLGetInfo(PassRefPtrWillBeRawPtr<WebGLBuffer> value);
- explicit WebGLGetInfo(PassRefPtr<Float32Array> value);
+ explicit WebGLGetInfo(PassRefPtr<DOMFloat32Array> value);
explicit WebGLGetInfo(PassRefPtrWillBeRawPtr<WebGLFramebuffer> value);
- explicit WebGLGetInfo(PassRefPtr<Int32Array> value);
+ explicit WebGLGetInfo(PassRefPtr<DOMInt32Array> value);
// FIXME: implement WebGLObjectArray
// WebGLGetInfo(PassRefPtrWillBeRawPtr<WebGLObjectArray> value);
explicit WebGLGetInfo(PassRefPtrWillBeRawPtr<WebGLProgram> value);
explicit WebGLGetInfo(PassRefPtrWillBeRawPtr<WebGLRenderbuffer> value);
explicit WebGLGetInfo(PassRefPtrWillBeRawPtr<WebGLTexture> value);
- explicit WebGLGetInfo(PassRefPtr<Uint8Array> value);
- explicit WebGLGetInfo(PassRefPtr<Uint32Array> value);
+ explicit WebGLGetInfo(PassRefPtr<DOMUint8Array> value);
+ explicit WebGLGetInfo(PassRefPtr<DOMUint32Array> value);
explicit WebGLGetInfo(PassRefPtrWillBeRawPtr<WebGLVertexArrayObjectOES> value);
Type getType() const;
const String& getString() const;
unsigned getUnsignedInt() const;
PassRefPtrWillBeRawPtr<WebGLBuffer> getWebGLBuffer() const;
- PassRefPtr<Float32Array> getWebGLFloatArray() const;
+ PassRefPtr<DOMFloat32Array> getWebGLFloatArray() const;
PassRefPtrWillBeRawPtr<WebGLFramebuffer> getWebGLFramebuffer() const;
- PassRefPtr<Int32Array> getWebGLIntArray() const;
+ PassRefPtr<DOMInt32Array> getWebGLIntArray() const;
// FIXME: implement WebGLObjectArray
// PassRefPtr<WebGLObjectArray> getWebGLObjectArray() const;
PassRefPtrWillBeRawPtr<WebGLProgram> getWebGLProgram() const;
PassRefPtrWillBeRawPtr<WebGLRenderbuffer> getWebGLRenderbuffer() const;
PassRefPtrWillBeRawPtr<WebGLTexture> getWebGLTexture() const;
- PassRefPtr<Uint8Array> getWebGLUnsignedByteArray() const;
- PassRefPtr<Uint32Array> getWebGLUnsignedIntArray() const;
+ PassRefPtr<DOMUint8Array> getWebGLUnsignedByteArray() const;
+ PassRefPtr<DOMUint32Array> getWebGLUnsignedIntArray() const;
PassRefPtrWillBeRawPtr<WebGLVertexArrayObjectOES> getWebGLVertexArrayObjectOES() const;
private:
String m_string;
unsigned m_unsignedInt;
RefPtrWillBeMember<WebGLBuffer> m_webglBuffer;
- RefPtr<Float32Array> m_webglFloatArray;
+ RefPtr<DOMFloat32Array> m_webglFloatArray;
RefPtrWillBeMember<WebGLFramebuffer> m_webglFramebuffer;
- RefPtr<Int32Array> m_webglIntArray;
+ RefPtr<DOMInt32Array> m_webglIntArray;
// FIXME: implement WebGLObjectArray
// RefPtr<WebGLObjectArray> m_webglObjectArray;
RefPtrWillBeMember<WebGLProgram> m_webglProgram;
RefPtrWillBeMember<WebGLRenderbuffer> m_webglRenderbuffer;
RefPtrWillBeMember<WebGLTexture> m_webglTexture;
- RefPtr<Uint8Array> m_webglUnsignedByteArray;
- RefPtr<Uint32Array> m_webglUnsignedIntArray;
+ RefPtr<DOMUint8Array> m_webglUnsignedByteArray;
+ RefPtr<DOMUint32Array> m_webglUnsignedIntArray;
RefPtrWillBeMember<WebGLVertexArrayObjectOES> m_webglVertexArrayObject;
};