/** * MD5 ("") = d41d8cd98f00b204e9800998ecf8427e * MD5 ("a") = 0cc175b9c0f1b6a831c399e269772661 * MD5 ("abc") = 900150983cd24fb0d6963f7d28e17f72 * MD5 ("message digest") = f96b697d7cb7938d525a2f31aaf161d0 * MD5 ("abcdefghijklmnopqrstuvwxyz") = c3fcd3d76192e4007dfb496cca67e13b * MD5 ("ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789") = * d174ab98d277d9f5a5611c2c9f419d9f * MD5 ("123456789012345678901234567890123456789012345678901234567890123456 * 78901234567890") = 57edf4a22be3c955ac49da2e2107b67a */ void md5String(){ const char *src = NULL; AS3_MallocString(src, input); std::string srcString(src); const char *result; hashwrapper *wrapper; wrapper = new md5wrapper(); std::string md5 = wrapper->getHashFromString(srcString); result = md5.c_str(); delete wrapper; // We can't just call AS3_Return(s) because s is not a scalar. // Instead we need to marshall the C string into AS3 and use // AS3_ReturnAS3Var(). AS3_DeclareVar(myString, String); AS3_CopyCStringToVar(myString, result, 32); AS3_ReturnAS3Var(myString); }
void _wrap_Bullet_CheckIsHitPlayer() { Bullet *arg1 = (Bullet *) 0 ; float arg2 ; float arg3 ; float arg4 ; bool result ; { AS3_GetScalarFromVar(arg1, self); } { AS3_GetScalarFromVar(arg2, x); } { AS3_GetScalarFromVar(arg3, y); } { AS3_GetScalarFromVar(arg4, r); } result = (bool)(arg1)->CheckIsHitPlayer(arg2,arg3,arg4); { AS3_DeclareVar(asresult, Boolean); AS3_CopyScalarToVar(asresult, result); } { AS3_ReturnAS3Var(asresult); } }
void _wrap_BulletManager_CheckIsHitNpc() { BulletManager *arg1 = (BulletManager *) 0 ; float arg2 ; float arg3 ; float arg4 ; eNpcType arg5 ; bool result ; { AS3_GetScalarFromVar(arg1, self); } { AS3_GetScalarFromVar(arg2, posX); } { AS3_GetScalarFromVar(arg3, posY); } { AS3_GetScalarFromVar(arg4, radius); } { AS3_GetScalarFromVar(arg5, e); } result = (bool)(arg1)->CheckIsHitNpc(arg2,arg3,arg4,arg5); { AS3_DeclareVar(asresult, Boolean); AS3_CopyScalarToVar(asresult, result); } { AS3_ReturnAS3Var(asresult); } }
void as3_get_output_format() { char *o_format = (char*) get_output_format(); AS3_DeclareVar(outputFormat, String); AS3_CopyCStringToVar(outputFormat, o_format, strlen(o_format)); AS3_ReturnAS3Var(outputFormat); }
void _localvar_get() { AS3::local::var * var; AS3_GetScalarFromVar(var, var_ptr); AS3_DeclareVar(obj, Object); AS3_CopyVarxxToVar(obj, *var); AS3_ReturnAS3Var(obj); }
void as3_get_output_codec() { char *o_codec = (char*) get_output_codec(); AS3_DeclareVar(outputCodec, String); AS3_CopyCStringToVar(outputCodec, o_codec, strlen(o_codec)); AS3_ReturnAS3Var(outputCodec); }
void _wrap_getShrinkage() { double result ; result = (double)getShrinkage(); { AS3_DeclareVar(asresult, Number); AS3_CopyScalarToVar(asresult, result); } { AS3_ReturnAS3Var(asresult); } }
void _wrap_Player_getRadius() { Player *arg1 = (Player *) 0 ; float result ; { AS3_GetScalarFromVar(arg1, self); } result = (float)(arg1)->getRadius(); { AS3_DeclareVar(asresult, Number); AS3_CopyScalarToVar(asresult, result); } { AS3_ReturnAS3Var(asresult); } }
void _wrap_Npc_getPosX() { Npc *arg1 = (Npc *) 0 ; float result ; { AS3_GetScalarFromVar(arg1, self); } result = (float)(arg1)->getPosX(); { AS3_DeclareVar(asresult, Number); AS3_CopyScalarToVar(asresult, result); } { AS3_ReturnAS3Var(asresult); } }
void _wrap_Bullet_getPosY() { Bullet *arg1 = (Bullet *) 0 ; float result ; { AS3_GetScalarFromVar(arg1, self); } result = (float)(arg1)->getPosY(); { AS3_DeclareVar(asresult, Number); AS3_CopyScalarToVar(asresult, result); } { AS3_ReturnAS3Var(asresult); } }
void _wrap_Bullet_CheckOutofScene() { Bullet *arg1 = (Bullet *) 0 ; bool result ; { AS3_GetScalarFromVar(arg1, self); } result = (bool)(arg1)->CheckOutofScene(); { AS3_DeclareVar(asresult, Boolean); AS3_CopyScalarToVar(asresult, result); } { AS3_ReturnAS3Var(asresult); } }
void _wrap_Scene_getBorderHeight() { Scene *arg1 = (Scene *) 0 ; float result ; { AS3_GetScalarFromVar(arg1, self); } result = (float)(arg1)->getBorderHeight(); { AS3_DeclareVar(asresult, Number); AS3_CopyScalarToVar(asresult, result); } { AS3_ReturnAS3Var(asresult); } }
void _wrap_BulletData_posY_get() { BulletData *arg1 = (BulletData *) 0 ; float result ; { AS3_GetScalarFromVar(arg1, self); } result = (float) ((arg1)->posY); { AS3_DeclareVar(asresult, Number); AS3_CopyScalarToVar(asresult, result); } { AS3_ReturnAS3Var(asresult); } }
void _wrap_NpcData_isAlive_get() { NpcData *arg1 = (NpcData *) 0 ; bool result ; { AS3_GetScalarFromVar(arg1, self); } result = (bool) ((arg1)->isAlive); { AS3_DeclareVar(asresult, Boolean); AS3_CopyScalarToVar(asresult, result); } { AS3_ReturnAS3Var(asresult); } }
void _wrap_SceneData_height_get() { SceneData *arg1 = (SceneData *) 0 ; float result ; { AS3_GetScalarFromVar(arg1, self); } result = (float) ((arg1)->height); { AS3_DeclareVar(asresult, Number); AS3_CopyScalarToVar(asresult, result); } { AS3_ReturnAS3Var(asresult); } }
void _wrap_Npc_getbFired() { Npc *arg1 = (Npc *) 0 ; bool result ; { AS3_GetScalarFromVar(arg1, self); } result = (bool)(arg1)->getbFired(); { AS3_DeclareVar(asresult, Boolean); AS3_CopyScalarToVar(asresult, result); } { AS3_ReturnAS3Var(asresult); } }
void _wrap_BulletManager_Reset() { BulletManager *arg1 = (BulletManager *) 0 ; bool result ; { AS3_GetScalarFromVar(arg1, self); } result = (bool)(arg1)->Reset(); { AS3_DeclareVar(asresult, Boolean); AS3_CopyScalarToVar(asresult, result); } { AS3_ReturnAS3Var(asresult); } }
void _wrap_Player_getAlive() { Player *arg1 = (Player *) 0 ; bool result ; { AS3_GetScalarFromVar(arg1, self); } result = (bool)(arg1)->getAlive(); { AS3_DeclareVar(asresult, Boolean); AS3_CopyScalarToVar(asresult, result); } { AS3_ReturnAS3Var(asresult); } }
void scws_send_text_AS3() { char *text = NULL; AS3_MallocString(text, inputString); scws_send_text(s, text, strlen(text)); AS3_DeclareVar(myString, String); //char *result; //result[0] = '\0'; // ensures the memory is an empty string char result[5000]={"0"}; char temp[1000]={'\0'}; printf("%s",result); while (res = cur = scws_get_result(s)) { while (cur != NULL) { printf("WORD: %.*s/%s (IDF = %4.2f)\n", cur->len, text+cur->off, cur->attr, cur->idf); //if((result = malloc(strlen(result)+ cur->len +1)) != NULL){ //if((result = (char*) realloc(strlen(result)+ (cur->len) +1)) != NULL) strncpy(temp, text+cur->off, cur->len); temp[(cur->len)+1]='\0'; strcat(result, temp); strcat(result, ' '); strcat(result, '\0'); //strncpy(new_str,str2); //} else { //printf("malloc failed!\n"); // exit? //} cur = cur->next; } scws_free_result(res); } strcat(result, '\0'); printf("%s",result); AS3_CopyCStringToVar(myString, result, strlen(result)); scws_free(s); //scws_free(result); AS3_Trace(myString); AS3_Return("212"); }
extern "C" void compileShader() { // Copy the AS3 string to the C heap (must be free'd later) char *src = NULL; AS3_MallocString(src, src); bool gles = false; AS3_CopyScalarToVar(gles, gles); glslopt_ctx* gContext = glslopt_initialize(gles); int mode; AS3_GetScalarFromVar(mode, mode); const glslopt_shader_type type = mode == 0 ? kGlslOptShaderVertex : kGlslOptShaderFragment; glslopt_shader* shader = glslopt_optimize(gContext, type, src, 0); const char* optimizedShader = glslopt_get_output(shader); AS3_DeclareVar(outputstr, String); AS3_CopyCStringToVar(outputstr, optimizedShader, strlen(optimizedShader)); glslopt_cleanup(gContext); //optimize shader and/or turn sampler instructions into easily //replaceable aliases (for generating sampler variations at runtime) inline_as3( "import com.adobe.AGALOptimiser.translator.transformations.Utils;\n" "var shader:Object = null;\n" "try { shader = JSON.parse(outputstr) } catch(e:*) { }\n" "if(shader != null && shader[\"agalasm\"] != null) {\n" " if(optimize)\n" " shader = Utils.optimizeShader(shader, mode == 0)\n" " shader[\"agalasm\"] = Utils.processSamplers(shader[\"agalasm\"]);\n" " outputstr = JSON.stringify(shader, null, 1)\n" "}\n" ); AS3_ReturnAS3Var(outputstr); }
extern "C" void compileShader() { // Copy the AS3 string to the C heap (must be free'd later) char *src = NULL; AS3_MallocString(src, src); bool gles = false; AS3_CopyScalarToVar(gles, gles); glslopt_ctx* gContext = glslopt_initialize(gles); int mode; AS3_GetScalarFromVar(mode, mode); const glslopt_shader_type type = mode == 0 ? kGlslOptShaderVertex : kGlslOptShaderFragment; glslopt_shader* shader = glslopt_optimize(gContext, type, src, 0); const char* optimizedShader = glslopt_get_output(shader); AS3_DeclareVar(outputstr, String); AS3_CopyCStringToVar(outputstr, optimizedShader, strlen(optimizedShader)); glslopt_cleanup(gContext); inline_as3( "import com.adobe.AGALOptimiser.translator.transformations.Utils;\n" "if(optimize) {\n" " var shader:Object = JSON.parse(outputstr)\n" " if(shader[\"agalasm\"] != null) {\n" " shader = Utils.optimizeShader(shader, mode == 0)\n" " outputstr = JSON.stringify(shader)\n" " }\n" "}\n" ); AS3_ReturnAS3Var(outputstr); }
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(); }