Created
April 3, 2012 20:45
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Uint8ClampedArray shim
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if (!window.Uint8ClampedArray && window.Uint8Array && window.ImageData) { | |
window.Uint8ClampedArray = function(input,arg1,arg2) { | |
var len = 0; | |
if (typeof input == "undefined") { } | |
else if (!isNaN(parseInt(input.length))) { //an array, yay | |
len = input.length; | |
} | |
else if (input instanceof ArrayBuffer) { | |
return new Uint8ClampedArray(new Uint8Array(input,arg1,arg2)); | |
} | |
else { | |
len = parseInt(input); | |
if (isNaN(len) || len < 0) { | |
throw new RangeError(); | |
} | |
input = undefined; | |
} | |
len = Math.ceil(len / 4); | |
if (len == 0) len = 1; | |
var array = document.createElement("canvas") | |
.getContext("2d") | |
.createImageData(len, 1) | |
.data; | |
if (typeof input != "undefined") { | |
for (var i=0;i<input.length;i++) { | |
array[i] = input[i]; | |
} | |
} | |
try { | |
Object.defineProperty(array,"buffer",{ | |
get: function() { | |
return new Uint8Array(this).buffer; | |
} | |
}); | |
} catch(e) { try { | |
array.__defineGetter__("buffer",function() { | |
return new Uint8Array(this).buffer; | |
}); | |
} catch(e) {} } | |
return array; | |
} | |
} |
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Sadly, this is only any good for the native clamping support. The buffer property is pretty much useless because
CanvasPixelArray
doesn't implement theArrayBufferView
interface.