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uniform_location.cpp
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51 lines (43 loc) · 1.74 KB
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#include "uniform_location.hpp"
#include <v8.h>
namespace endor
{
namespace script_bindings
{
namespace webgl_bindings
{
using namespace std;
using namespace v8;
void WebGLUniformLocation::ConfigureFunctionTemplate(Isolate *isolate, Local<FunctionTemplate> tpl)
{
HandleScope scope(isolate);
Local<ObjectTemplate> instanceTemplate = tpl->InstanceTemplate();
InstanceReadonlyAccessor(isolate,
instanceTemplate,
"name",
&WebGLUniformLocation::NameGetter);
}
Local<Object> WebGLUniformLocation::NewInstance(Isolate *isolate,
const client_graphics::WebGLUniformLocation &loc)
{
EscapableHandleScope scope(isolate);
return scope.Escape(WebGLUniformLocationBase::NewInstance(isolate,
make_shared<client_graphics::WebGLUniformLocation>(loc))
.As<Object>());
}
WebGLUniformLocation::WebGLUniformLocation(Isolate *isolate, const FunctionCallbackInfo<Value> &args)
: WebGLUniformLocationBase(isolate, args)
{
}
void WebGLUniformLocation::NameGetter(const PropertyCallbackInfo<Value> &args)
{
Isolate *isolate = args.GetIsolate();
HandleScope scope(isolate);
const auto &name = handle()->name;
args.GetReturnValue().Set(String::NewFromUtf8(isolate,
name.c_str())
.ToLocalChecked());
}
} // namespace webgl
} // namespace script_bindings
} // namespace endor