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C++ AS3_Release函数代码示例

本文整理汇总了C++中AS3_Release函数的典型用法代码示例。如果您正苦于以下问题:C++ AS3_Release函数的具体用法?C++ AS3_Release怎么用?C++ AS3_Release使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。


在下文中一共展示了AS3_Release函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: get_class

/*
* Get an actionscript class with the given namespace and class name
* in the format: package::ClassName
*/
AS3_Val get_class(const char * as_namespaceclass_path)
{
  /* TODO: Merge with get_class2()? */

  AS3_Val as_namespace;
  AS3_Val as_class;
  AS3_Val ret;
  char * class_ptr = NULL;

  /* TODO might want to store classes in a table to save loading again */

  class_ptr = strstr(as_namespaceclass_path, "::");

  if (class_ptr > as_namespaceclass_path)
  {
    as_namespace = AS3_StringN(
        as_namespaceclass_path, (class_ptr - as_namespaceclass_path) / sizeof(char)
      );
    as_class = AS3_String(class_ptr + 2);
  }
  else
  {
    as_namespace = AS3_Undefined();
    as_class = AS3_String(as_namespaceclass_path);
  }

  ret = AS3_NSGet(as_namespace, as_class);

  /* TODO check for failure getting class */

  AS3_Release(as_namespace);
  AS3_Release(as_class);

  return ret;
}
开发者ID:Tmdean,项目名称:lua-alchemy,代码行数:39,代码来源:bridge_as3_c.c

示例2: qspCallIsPlayingFile

QSP_BOOL qspCallIsPlayingFile(QSP_CHAR *file)
{
	/* Здесь проверяем, проигрывается ли файл */
	QSPCallState state;
	QSP_BOOL isPlaying;
	AS3_Val args;
	char *strUTF8;
	if (qspCallBacks[QSP_CALL_ISPLAYINGFILE].IsSet)
	{
		qspSaveCallState(&state, QSP_TRUE, QSP_FALSE);
		if (file)
		{
			strUTF8 = qspW2C(file);
			args = AS3_Array("StrType", strUTF8);
			free(strUTF8);
		}
		else
			args = AS3_Array("StrType", 0);
		AS3_Call(qspCallBacks[QSP_CALL_ISPLAYINGFILE].FuncVal, qspCallBacks[QSP_CALL_ISPLAYINGFILE].ThisVal, args);
		AS3_Release(args);
		flyield();
		isPlaying = (QSP_BOOL)AS3_IntValue(result);
		AS3_Release(result);
		qspRestoreCallState(&state);
		return isPlaying;
	}
	return QSP_FALSE;
}
开发者ID:fylfot,项目名称:QSP-iPhone,代码行数:28,代码来源:callbacks.c

示例3: qspSaveCallState

QSP_CHAR *qspCallInputBox(QSP_CHAR *text)
{
	/* Здесь вводим текст */
	QSPCallState state;
	QSP_CHAR *buffer;
	AS3_Val args;
	char *strUTF8;
	char *resText;
	int maxLen = 511;
	if (qspCallBacks[QSP_CALL_INPUTBOX].IsSet)
	{
		qspSaveCallState(&state, QSP_TRUE, QSP_FALSE);
		if (text)
		{
			strUTF8 = qspW2C(text);
			args = AS3_Array("StrType", strUTF8);
			free(strUTF8);
		}
		else
			args = AS3_Array("StrType", 0);
		AS3_Call(qspCallBacks[QSP_CALL_INPUTBOX].FuncVal, qspCallBacks[QSP_CALL_INPUTBOX].ThisVal, args);
		AS3_Release(args);
		flyield();
		resText = AS3_StringValue(result);
		AS3_Release(result);
		buffer = qspC2W(resText);
		free(resText);
		qspRestoreCallState(&state);
	}
	else
		buffer = qspGetNewText(QSP_FMT(""), 0);
	return buffer;
}
开发者ID:fylfot,项目名称:QSP-iPhone,代码行数:33,代码来源:callbacks.c

示例4: get_class2

/*
* Get an actionscript class with the given namespace and class name
* in the format: package (may be NULL), ClassName
*/
AS3_Val get_class2(const char * as_namespace_path, const char * as_class_path)
{
  AS3_Val as_namespace;
  AS3_Val as_class;
  AS3_Val ret;

  /* TODO might want to store classes in a table to save loading again */

  if (as_namespace_path)
  {
    as_namespace = AS3_String(as_namespace_path);
  }
  else
  {
    as_namespace = AS3_Undefined();
  }

  as_class = AS3_String(as_class_path);

  ret = AS3_NSGet(as_namespace, as_class);

  /* TODO check for failure getting class */

  AS3_Release(as_namespace);
  AS3_Release(as_class);

  return ret;
}
开发者ID:Tmdean,项目名称:lua-alchemy,代码行数:32,代码来源:bridge_as3_c.c

示例5: main

int main(int argc, char **argv)
{
	AS3_Val ilbc_lib = AS3_Object("");
	AS3_Val encodeMethod = AS3_FunctionAsync( NULL, (AS3_ThunkProc) encodeForFlash);
	AS3_Val decodeMethod = AS3_FunctionAsync( NULL, (AS3_ThunkProc) decodeForFlash);
	AS3_SetS(ilbc_lib, "encode", encodeMethod);
	AS3_SetS(ilbc_lib, "decode", decodeMethod);
	AS3_Release( encodeMethod );
	AS3_Release( decodeMethod );
	
	//No code below here. AS3_LibInit does not return
	AS3_LibInit( ilbc_lib );
	return 0;
}
开发者ID:hxzpily2,项目名称:iLBC-as3-wrapper,代码行数:14,代码来源:iLBC_as3_wrapper.c

示例6: is_null

/*
  TODO: Ugly workaround. Remove.
        See http://tinyurl.com/a9djb2
*/
BOOL is_null(AS3_Val val)
{
  BOOL result = FALSE;
  AS3_Val argsVal = AS3_Array("AS3ValType", val);
  AS3_Val classNameVal = AS3_Call(getQualifiedClassName_method, NULL, argsVal);
  AS3_Malloced_Str className = AS3_StringValue(classNameVal);
  AS3_Release(argsVal);
  AS3_Release(classNameVal);

  result = (strncmp(className, "null", 4) == 0);

  free(className);

  return result;
}
开发者ID:Tmdean,项目名称:lua-alchemy,代码行数:19,代码来源:bridge_as3_c.c

示例7: main

int main() {
	AS3_Val initparamMethod = AS3_Function( NULL, initparam );
	AS3_Val choosemodelMethod = AS3_Function( NULL, choosemodel );
	AS3_Val predictionMethod = AS3_FunctionAsync( NULL, prediction );
	
	AS3_Val result = AS3_Object( "initparam: AS3ValType, choosemodel: AS3ValType, prediction: AS3ValType", initparamMethod, choosemodelMethod, predictionMethod );

	AS3_Release( initparamMethod );
	AS3_Release( choosemodelMethod );
	AS3_Release( predictionMethod );
	
	AS3_LibInit( result );

	return 0;
}
开发者ID:sauravbiswasiupr,项目名称:image_transformations,代码行数:15,代码来源:mlp_conv.c

示例8: thunk_InitBlockMap

static AS3_Val thunk_InitBlockMap(void *gg_clientData, AS3_Val gg_args) {
	AS3_Val map;
	AS3_Val bytes;
	AS3_ArrayValue(gg_args, "AS3ValType, AS3ValType",  &map,  &bytes);
	AS3_Val blockCountVal = AS3_CallTS("readUnsignedInt", bytes, "");
	AS3_Val bitset = AS3_GetS(map, "bitset");
	
	AS3_SetS(map, "blockCount", blockCountVal);
	AS3_Release(AS3_CallTS("readBytes", bytes, "AS3ValType, IntType, IntType", bitset, 0, (int)((AS3_IntValue(blockCountVal) + 7) / 8)));
	
	AS3_Release(blockCountVal);
	AS3_Release(bitset);
	AS3_Release(map);
	AS3_Release(bytes);
	return NULL;
}
开发者ID:huangyt,项目名称:MyProjects,代码行数:16,代码来源:glue.c

示例9: qspCallSaveGame

void qspCallSaveGame(QSP_CHAR *file)
{
	/* Здесь позволяем пользователю выбрать файл */
	/* для сохранения состояния игры и сохраняем */
	/* в нем текущее состояние */
	QSPCallState state;
	AS3_Val args;
	char *strUTF8;
	if (qspCallBacks[QSP_CALL_SAVEGAMESTATUS].IsSet)
	{
		qspSaveCallState(&state, QSP_FALSE, QSP_TRUE);
		if (file)
		{
			strUTF8 = qspW2C(file);
			args = AS3_Array("StrType", strUTF8);
			free(strUTF8);
		}
		else
			args = AS3_Array("StrType", 0);
		AS3_Call(qspCallBacks[QSP_CALL_SAVEGAMESTATUS].FuncVal, qspCallBacks[QSP_CALL_SAVEGAMESTATUS].ThisVal, args);
		AS3_Release(args);
		flyield();
		qspRestoreCallState(&state);
	}
}
开发者ID:fylfot,项目名称:QSP-iPhone,代码行数:25,代码来源:callbacks.c

示例10: resetPositionByteArray

int resetPositionByteArray(AS3_Val byteArray)
{
	AS3_Val zero = AS3_Int(0);
	/* just reset the position */
	AS3_SetS((AS3_Val)byteArray, "position", zero);
	AS3_Release(zero);
	return 0;
}
开发者ID:hxzpily2,项目名称:iLBC-as3-wrapper,代码行数:8,代码来源:iLBC_as3_wrapper.c

示例11: main

int main()
{
	AS3_Val method = AS3_Function(NULL, call);
	AS3_Val result = AS3_Object("call: AS3ValType", method);
	AS3_Release(method);
	AS3_LibInit(result);
	return 0;
}
开发者ID:KosBeg,项目名称:webp-plugin,代码行数:8,代码来源:main.c

示例12: thunk_InitSubPiecePacket

static AS3_Val thunk_InitSubPiecePacket(void *gg_clientData, AS3_Val gg_args) {
	AS3_Val packet;
	AS3_Val bytes;
	AS3_ArrayValue(gg_args, "AS3ValType, AS3ValType",  &packet,  &bytes);
	AS3_Val subpiece = AS3_GetS(packet, "subpiece");
	AS3_Val blockIndexVal = AS3_CallTS("readUnsignedShort", bytes, "");
	AS3_Val subPieceIndexVal = AS3_CallTS("readUnsignedShort", bytes, "");
	
	AS3_SetS(subpiece, "blockIndex", blockIndexVal);
	AS3_SetS(subpiece, "subPieceIndex", subPieceIndexVal);
	
	AS3_Release(subpiece);
	AS3_Release(blockIndexVal);
	AS3_Release(subPieceIndexVal);
	AS3_Release(packet);
	AS3_Release(bytes);
	return NULL;
}
开发者ID:huangyt,项目名称:MyProjects,代码行数:18,代码来源:glue.c

示例13: closeByteArray

int closeByteArray(void * cookie)
{
	AS3_Val zero = AS3_Int(0);
	
	/* just reset the position */
	AS3_SetS((AS3_Val)cookie, "position", zero);
	AS3_Release(zero);
	return 0;
}
开发者ID:Glideh,项目名称:jfrec,代码行数:9,代码来源:main.c

示例14: initializeMaterial

AS3_Val initializeMaterial( void* self, AS3_Val args )
{
	Material * material;

	AS3_Val ambient, diffuse, specular, emissive;

	double a_a, a_r, a_g, a_b, d_a, d_r, d_g, d_b, s_a, s_r, s_g, s_b, e_a, e_r, e_g, e_b, power;

	AS3_ArrayValue( args, "AS3ValType, AS3ValType, AS3ValType, AS3ValType, DoubleType", &ambient, &diffuse, &specular, &emissive, &power );

	a_r = AS3_NumberValue( AS3_GetS( ambient, "redMultiplier" ) );
	a_g = AS3_NumberValue( AS3_GetS( ambient, "greenMultiplier" ) );
	a_b = AS3_NumberValue( AS3_GetS( ambient, "blueMultiplier" ) );
	a_a = AS3_NumberValue( AS3_GetS( ambient, "alphaMultiplier" ) );

	d_r = AS3_NumberValue( AS3_GetS( diffuse, "redMultiplier" ) );
	d_g = AS3_NumberValue( AS3_GetS( diffuse, "greenMultiplier" ) );
	d_b = AS3_NumberValue( AS3_GetS( diffuse, "blueMultiplier" ) );
	d_a = AS3_NumberValue( AS3_GetS( diffuse, "alphaMultiplier" ) );

	s_r = AS3_NumberValue( AS3_GetS( specular, "redMultiplier" ) );
	s_g = AS3_NumberValue( AS3_GetS( specular, "greenMultiplier" ) );
	s_b = AS3_NumberValue( AS3_GetS( specular, "blueMultiplier" ) );
	s_a = AS3_NumberValue( AS3_GetS( specular, "alphaMultiplier" ) );

	e_r = AS3_NumberValue( AS3_GetS( emissive, "redMultiplier" ) );
	e_g = AS3_NumberValue( AS3_GetS( emissive, "greenMultiplier" ) );
	e_b = AS3_NumberValue( AS3_GetS( emissive, "blueMultiplier" ) );
	e_a = AS3_NumberValue( AS3_GetS( emissive, "alphaMultiplier" ) );

	material = newMaterial( newColor888( (BYTE)(a_r * 255), (BYTE)(a_g * 255), (BYTE)(a_b * 255), (BYTE)(a_a * 255) ),
							newColor888( (BYTE)(d_r * 255), (BYTE)(d_g * 255), (BYTE)(d_b * 255), (BYTE)(d_a * 255) ),
							newColor888( (BYTE)(s_r * 255), (BYTE)(s_g * 255), (BYTE)(s_b * 255), (BYTE)(s_a * 255) ),
							newColor888( (BYTE)(e_r * 255), (BYTE)(e_g * 255), (BYTE)(e_b * 255), (BYTE)(e_a * 255) ),
							power );

	AS3_Release( ambient );
	AS3_Release( diffuse );
	AS3_Release( specular );
	AS3_Release( emissive );

	return AS3_Array( "PtrType, PtrType, PtrType, PtrType, PtrType, PtrType, PtrType", material, material->ambient, material->diffuse, material->specular, material->emissive, &material->power, &material->doubleSide );
}
开发者ID:dreamsxin,项目名称:zero3d,代码行数:43,代码来源:alchemy3d.c

示例15: main

int main (int argc, char **argv) {

	AS3_Val initMethod = AS3_Function(NULL, flash_init);
	AS3_Val tickMethod = AS3_Function(NULL, flash_tick);
	AS3_Val resetMethod = AS3_Function(NULL, flash_reset);

	AS3_Val vecxemu = AS3_Object(
		"init:AS3ValType, tick:AS3ValType, reset:AS3ValType", 
		initMethod, tickMethod, resetMethod
	);

	AS3_Release( initMethod );
	AS3_Release( tickMethod );
	AS3_Release( resetMethod );

	AS3_LibInit(vecxemu);

	return 0;
}
开发者ID:zhuowei,项目名称:vecx,代码行数:19,代码来源:osint.c


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