int main(int argc, char **argv) { print_header(); // throw exception to interupt the run-loop, preventing the x-bridge static destructor to be executed. AS3_GoAsync(); }
int main (int c, char **v) { quakeparms_t parms; enableCrunLoop = c > 0; // signal(SIGFPE, floating_point_exception_handler); signal(SIGFPE, SIG_IGN); parms.memsize = 16*1024*1024; parms.membase = malloc (parms.memsize); parms.basedir = basedir; parms.cachedir = cachedir; COM_InitArgv(c, v); parms.argc = com_argc; parms.argv = com_argv; Sys_Init(); Host_Init(&parms); Cvar_RegisterVariable (&sys_nostdout); oldtime = Sys_FloatTime () - 0.1; if(enableCrunLoop) { while(true) { engineTick(); } } else { AS3_GoAsync(); } }
int main() { // We still need a main function for the SWC. this function must be called // so that all the static init code is executed before any library functions // are used. // // The main function for a library must throw an exception so that it does // not return normally. Returning normally would cause the static // destructors to be executed leaving the library in an unuseable state. AS3_GoAsync(); }
int main( int argc, char* args[] ) { //Initialize FreeGLUT glutInit( &argc, args ); //Create OpenGL 2.1 context glutInitContextVersion( 2, 1 ); //Create Double Buffered Window glutInitDisplayMode( GLUT_DOUBLE ); glutInitWindowSize( SCREEN_WIDTH, SCREEN_HEIGHT ); glutCreateWindow( "OpenGL" ); //Do post window/context creation initialization if( !initGL() ) { printf( "Unable to initialize graphics library!\n" ); return 1; } //Load graphics programs if( !loadGP() ) { printf( "Unable to load shader programs!\n" ); return 1; } //Load media if( !loadMedia() ) { printf( "Unable to load media!\n" ); return 2; } //Set rendering function glutDisplayFunc( render ); #ifdef __AVM2__ AS3_GoAsync(); return 0; #endif //Set main loop glutTimerFunc( 1000 / SCREEN_FPS, runMainLoop, 0 ); //Start GLUT main loop glutMainLoop(); return 0; }
int main() { long mid; thr_self(&mid); printf("main_tid: %d\n",mid); main_tid = mid; inline_as3("this[\"abc\"]=8888;"); inline_as3("var af:Function = function(){};"); avm2_ui_thunk(assign, NULL); avm2_ui_thunk(print, NULL); for(int i = 0; i < sNumThreads; i++) pthread_create(sThreads + i, NULL, threadProc, (void *)i); for(int i = 0; i < sNumThreads; i++) pthread_join(sThreads[i], NULL); AS3_GoAsync(); return 0; }
int main(int argc, char **argv) { #if CMDLINE bool vertexShader = false, freename = false, optimize = false, gles = false; const char* source = 0; char* dest = 0; for( int i=1; i < argc; i++ ) { if( argv[i][0] == '-' ) { if( 0 == strcmp("-e", argv[i]) ) gles = true; if( 0 == strcmp("-d", argv[i]) ) glslOptimizerVerbose = true; if( 0 == strcmp("-v", argv[i]) ) vertexShader = true; if( 0 == strcmp("-f", argv[i]) ) vertexShader = false; if( 0 == strcmp("-optimize", argv[i]) ) optimize = true; } else { if( source == 0 ) source = argv[i]; else if( dest == 0 ) dest = argv[i]; } } if( !source ) abort(); if ( !dest ) { dest = (char *) calloc(strlen(source)+5, sizeof(char)); snprintf(dest, strlen(source)+5, "%s.out", source); freename = true; } const char* originalShader = loadFile(source); if( !originalShader ) abort(); AS3_DeclareVar(srcstr, String); AS3_CopyCStringToVar(srcstr, originalShader, strlen(originalShader)); inline_as3( "srcstr = compileShader(srcstr, %0, %1, %2)\n" : : "r"(vertexShader ? 0 : 1), "r"(optimize), "r"(gles) ); char *optimizedShader; AS3_MallocString(optimizedShader, srcstr); if( !saveFile(dest, optimizedShader) ) abort(); return 0; #endif AS3_GoAsync(); }
int main() { AS3_GoAsync(); }
int main(void) { AS3_GoAsync(); return(0); }