@@ -7571,10 +7571,12 @@ interface IDBDatabase extends EventTarget {
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onabort: (ev: Event) => any;
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onerror: (ev: Event) => any;
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version: number;
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+ onversionchange: (ev: IDBVersionChangeEvent) => any;
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close(): void;
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createObjectStore(name: string, optionalParameters?: IDBObjectStoreParameters): IDBObjectStore;
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deleteObjectStore(name: string): void;
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transaction(storeNames: string | string[], mode?: string): IDBTransaction;
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+ addEventListener(type: "versionchange", listener: (ev: IDBVersionChangeEvent) => any, useCapture?: boolean): void;
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addEventListener(type: "abort", listener: (ev: Event) => any, useCapture?: boolean): void;
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addEventListener(type: "error", listener: (ev: ErrorEvent) => any, useCapture?: boolean): void;
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addEventListener(type: string, listener: EventListenerOrEventListenerObject, useCapture?: boolean): void;
@@ -11397,7 +11399,7 @@ declare var StereoPannerNode: {
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interface Storage {
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length: number;
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clear(): void;
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- getItem(key: string): any ;
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+ getItem(key: string): string ;
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key(index: number): string;
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removeItem(key: string): void;
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setItem(key: string, data: string): void;
@@ -12052,34 +12054,34 @@ interface WebGLRenderingContext {
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texSubImage2D(target: number, level: number, xoffset: number, yoffset: number, format: number, type: number, video: HTMLVideoElement): void;
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texSubImage2D(target: number, level: number, xoffset: number, yoffset: number, format: number, type: number, pixels: ImageData): void;
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uniform1f(location: WebGLUniformLocation, x: number): void;
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- uniform1fv(location: WebGLUniformLocation, v: Float32Array): void;
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+ uniform1fv(location: WebGLUniformLocation, v: Float32Array | number[] ): void;
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uniform1i(location: WebGLUniformLocation, x: number): void;
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- uniform1iv(location: WebGLUniformLocation, v: Int32Array): void;
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+ uniform1iv(location: WebGLUniformLocation, v: Int32Array | number[] ): void;
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uniform2f(location: WebGLUniformLocation, x: number, y: number): void;
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- uniform2fv(location: WebGLUniformLocation, v: Float32Array): void;
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+ uniform2fv(location: WebGLUniformLocation, v: Float32Array | number[] ): void;
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uniform2i(location: WebGLUniformLocation, x: number, y: number): void;
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- uniform2iv(location: WebGLUniformLocation, v: Int32Array): void;
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+ uniform2iv(location: WebGLUniformLocation, v: Int32Array | number[] ): void;
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uniform3f(location: WebGLUniformLocation, x: number, y: number, z: number): void;
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- uniform3fv(location: WebGLUniformLocation, v: Float32Array): void;
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+ uniform3fv(location: WebGLUniformLocation, v: Float32Array | number[] ): void;
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uniform3i(location: WebGLUniformLocation, x: number, y: number, z: number): void;
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- uniform3iv(location: WebGLUniformLocation, v: Int32Array): void;
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+ uniform3iv(location: WebGLUniformLocation, v: Int32Array | number[] ): void;
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uniform4f(location: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
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- uniform4fv(location: WebGLUniformLocation, v: Float32Array): void;
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+ uniform4fv(location: WebGLUniformLocation, v: Float32Array | number[] ): void;
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uniform4i(location: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
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- uniform4iv(location: WebGLUniformLocation, v: Int32Array): void;
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- uniformMatrix2fv(location: WebGLUniformLocation, transpose: boolean, value: Float32Array): void;
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- uniformMatrix3fv(location: WebGLUniformLocation, transpose: boolean, value: Float32Array): void;
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- uniformMatrix4fv(location: WebGLUniformLocation, transpose: boolean, value: Float32Array): void;
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+ uniform4iv(location: WebGLUniformLocation, v: Int32Array | number[] ): void;
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+ uniformMatrix2fv(location: WebGLUniformLocation, transpose: boolean, value: Float32Array | number[] ): void;
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+ uniformMatrix3fv(location: WebGLUniformLocation, transpose: boolean, value: Float32Array | number[] ): void;
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+ uniformMatrix4fv(location: WebGLUniformLocation, transpose: boolean, value: Float32Array | number[] ): void;
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useProgram(program: WebGLProgram): void;
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validateProgram(program: WebGLProgram): void;
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vertexAttrib1f(indx: number, x: number): void;
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- vertexAttrib1fv(indx: number, values: Float32Array): void;
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+ vertexAttrib1fv(indx: number, values: Float32Array | number[] ): void;
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vertexAttrib2f(indx: number, x: number, y: number): void;
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- vertexAttrib2fv(indx: number, values: Float32Array): void;
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+ vertexAttrib2fv(indx: number, values: Float32Array | number[] ): void;
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vertexAttrib3f(indx: number, x: number, y: number, z: number): void;
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- vertexAttrib3fv(indx: number, values: Float32Array): void;
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+ vertexAttrib3fv(indx: number, values: Float32Array | number[] ): void;
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vertexAttrib4f(indx: number, x: number, y: number, z: number, w: number): void;
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- vertexAttrib4fv(indx: number, values: Float32Array): void;
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+ vertexAttrib4fv(indx: number, values: Float32Array | number[] ): void;
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vertexAttribPointer(indx: number, size: number, type: number, normalized: boolean, stride: number, offset: number): void;
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viewport(x: number, y: number, width: number, height: number): void;
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ACTIVE_ATTRIBUTES: number;
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