Use FLoat32Array in GamepadPose (#31106)

* Use FLoat32Array in GamepadPose

Signed-off-by: Bentaimia Haddadi <haddadi.taym@gmail.com>

* Remove unused create_typed_array

Signed-off-by: Bentaimia Haddadi <haddadi.taym@gmail.com>

---------

Signed-off-by: Bentaimia Haddadi <haddadi.taym@gmail.com>
This commit is contained in:
Taym Haddadi 2024-01-19 05:39:09 +01:00 committed by GitHub
parent 9a698b7bfb
commit 9d2c102fa0
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GPG key ID: B5690EEEBB952194
4 changed files with 38 additions and 84 deletions

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@ -1460,10 +1460,6 @@ def getConversionConfigForType(type, isEnforceRange, isClamp, treatNullAs):
return "()"
def todo_switch_float_32(des):
return des.interface.identifier.name in ['GamepadPose']
def builtin_return_type(returnType):
result = CGGeneric(builtinNames[returnType.tag()])
if returnType.nullable():
@ -1478,7 +1474,7 @@ def getRetvalDeclarationForType(returnType, descriptorProvider):
return CGGeneric("()")
if returnType.isPrimitive() and returnType.tag() in builtinNames:
return builtin_return_type(returnType)
if returnType.isTypedArray() and returnType.tag() in builtinNames and not todo_switch_float_32(descriptorProvider):
if returnType.isTypedArray() and returnType.tag() in builtinNames:
return builtin_return_type(returnType)
if returnType.isDOMString():
result = CGGeneric("DOMString")