f2a068984c
-add search docs dialog that returns places string was found -added flash
232 lines
6.8 KiB
ActionScript
232 lines
6.8 KiB
ActionScript
/*
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** ADOBE SYSTEMS INCORPORATED
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** Copyright 2012 Adobe Systems Incorporated. All Rights Reserved.
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**
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** NOTICE: Adobe permits you to use, modify, and distribute this file in
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** accordance with the terms of the Adobe license agreement accompanying it.
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** If you have received this file from a source other than Adobe, then your use,
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** modification, or distribution of it requires the prior written permission of Adobe.
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*/
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package com.adobe.flascc
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{
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import flash.display.DisplayObjectContainer;
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import flash.display.Sprite;
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import flash.display.StageScaleMode;
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import flash.events.Event;
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import flash.net.LocalConnection;
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import flash.net.URLRequest;
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import flash.text.TextField;
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import flash.utils.ByteArray;
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import flash.display.*;
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import flash.display3D.*;
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import flash.events.*;
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import GLS3D.*;
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import com.adobe.flascc.vfs.ISpecialFile;
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/**
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* A basic implementation of a console for FlasCC apps.
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* The PlayerKernel class delegates to this for things like read/write,
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* so that console output can be displayed in a TextField on the Stage.
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*/
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public class Console extends Sprite implements ISpecialFile
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{
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private var enableConsole:Boolean = true;
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private var _tf:TextField
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private var inputContainer:DisplayObjectContainer
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/**
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* To Support the preloader case you might want to have the Console
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* act as a child of some other DisplayObjectContainer.
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*/
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public function Console(container:DisplayObjectContainer = null)
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{
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CModule.rootSprite = container ? container.root : this
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if(CModule.runningAsWorker()) {
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return;
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}
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if(container) {
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container.addChild(this)
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init(null)
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} else {
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addEventListener(Event.ADDED_TO_STAGE, init)
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}
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}
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protected function context_error(e:Event):void {
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trace("Context error!");
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};
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protected function context_created(e:Event):void {
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var s3d:Stage3D = stage.stage3Ds[0];
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var ctx3d:Context3D = s3d.context3D;
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ctx3d.configureBackBuffer(stage.stageWidth, stage.stageHeight, 2, true /*enableDepthAndStencil*/ );
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trace("Stage3D context: " + ctx3d.driverInfo);
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GLAPI.init(ctx3d, null, stage);
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GLAPI.instance.context.clear(0.0, 0.0, 0.0);
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GLAPI.instance.context.present();
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// change to false to prevent running main in the background
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// when Workers are supported
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const runMainBg:Boolean = false
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try
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{
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// PlayerKernel will delegate read/write requests to the "/dev/tty"
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// file to the object specified with this API.
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CModule.vfs.console = this
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// By default we run "main" on a background worker so that
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// console updates show up in real time. Otherwise "startAsync"
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// causes main to run on the UI worker
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if(runMainBg && CModule.canUseWorkers) // start in bg if we have workers
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CModule.startBackground(this, new <String>[], new <String>[])
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else
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CModule.startAsync(this)
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}
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catch(e:*)
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{
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// If main gives any exceptions make sure we get a full stack trace
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// in our console
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consoleWrite(e.toString() + "\n" + e.getStackTrace().toString())
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throw e
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}
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};
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/**
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* All of the real FlasCC init happens in this method,
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* which is either run on startup or once the SWF has
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* been added to the stage.
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*/
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protected function init(e:Event):void
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{
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inputContainer = new Sprite()
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addChild(inputContainer)
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addEventListener(Event.ENTER_FRAME, enterFrame)
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stage.frameRate = 60
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stage.scaleMode = StageScaleMode.NO_SCALE
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if(enableConsole) {
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_tf = new TextField
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_tf.multiline = true
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_tf.width = stage.stageWidth
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_tf.height = stage.stageHeight
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inputContainer.addChild(_tf)
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}
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var s3d:Stage3D = stage.stage3Ds[0];
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s3d.addEventListener(Event.CONTEXT3D_CREATE, context_created);
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s3d.addEventListener(ErrorEvent.ERROR, context_error);
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s3d.requestContext3D(Context3DRenderMode.AUTO);
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}
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/**
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* The callback to call when FlasCC code calls the <code>posix exit()</code> function. Leave null to exit silently.
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* @private
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*/
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public var exitHook:Function;
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/**
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* The PlayerKernel implementation will use this function to handle
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* C process exit requests
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*/
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public function exit(code:int):Boolean
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{
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// default to unhandled
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return exitHook ? exitHook(code) : false;
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}
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/**
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* The PlayerKernel implementation uses this function to handle
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* C IO write requests to the file "/dev/tty" (for example, output from
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* printf will pass through this function). See the ISpecialFile
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* documentation for more information about the arguments and return value.
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*/
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public function write(fd:int, bufPtr:int, nbyte:int, errnoPtr:int):int
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{
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var str:String = CModule.readString(bufPtr, nbyte)
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consoleWrite(str)
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return nbyte
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}
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/**
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* The PlayerKernel implementation uses this function to handle
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* C IO read requests to the file "/dev/tty" (for example, reads from stdin
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* will expect this function to provide the data). See the ISpecialFile
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* documentation for more information about the arguments and return value.
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*/
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public function read(fd:int, bufPtr:int, nbyte:int, errnoPtr:int):int
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{
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return 0
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}
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/**
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* The PlayerKernel implementation uses this function to handle
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* C fcntl requests to the file "/dev/tty."
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* See the ISpecialFile documentation for more information about the
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* arguments and return value.
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*/
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public function fcntl(fd:int, com:int, data:int, errnoPtr:int):int
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{
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return 0
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}
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/**
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* The PlayerKernel implementation uses this function to handle
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* C ioctl requests to the file "/dev/tty."
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* See the ISpecialFile documentation for more information about the
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* arguments and return value.
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*/
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public function ioctl(fd:int, com:int, data:int, errnoPtr:int):int
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{
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return CModule.callI(CModule.getPublicSymbol("vglttyioctl"), new <int>[fd, com, data, errnoPtr]);
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}
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/**
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* Helper function that traces to the flashlog text file and also
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* displays output in the on-screen textfield console.
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*/
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protected function consoleWrite(s:String):void
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{
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trace(s)
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if(enableConsole) {
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_tf.appendText(s)
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_tf.scrollV = _tf.maxScrollV
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}
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}
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/**
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* The enterFrame callback is run once every frame. UI thunk requests should be handled
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* here by calling <code>CModule.serviceUIRequests()</code> (see CModule ASdocs for more information on the UI thunking functionality).
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*/
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protected function enterFrame(e:Event):void
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{
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CModule.serviceUIRequests();
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}
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/**
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* Provide a way to get the TextField's text.
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*/
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public function get consoleText():String
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{
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var txt:String = null;
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if(_tf != null){
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txt = _tf.text;
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}
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return txt;
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}
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}
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}
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