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