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自学教程:C++ AS3_Array函数代码示例

51自学网 2021-06-01 19:36:38
  C++
这篇教程C++ AS3_Array函数代码示例写得很实用,希望能帮到您。

本文整理汇总了C++中AS3_Array函数的典型用法代码示例。如果您正苦于以下问题:C++ AS3_Array函数的具体用法?C++ AS3_Array怎么用?C++ AS3_Array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_Array函数的30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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: 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,


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,


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,


示例4: cloneMesh

AS3_Val cloneMesh( void * self, AS3_Val args ){	Mesh* src, *mesh;	Material* material;	Texture* texture;	int render_mode, i;	Vector3D** vp;	AS3_ArrayValue( args, "PtrType, PtrType, PtrType, IntType",& src, & material, & texture, & render_mode);	mesh = mesh_clone(src, material, texture, render_mode);	if( ( vp = ( Vector3D * *   )malloc( sizeof( Vector3D * ) * mesh -> nVertices ) ) == NULL )	{		return AS3_Array( "PtrType, PtrType, PtrType, PtrType, PtrType, PtrType, PtrType, PtrType, PtrType, PtrType, PtrType, PtrType, PtrType",							mesh,							& mesh->lightEnable,							& mesh->fogEnable,							& mesh->useMipmap,							//& mesh->terrainTrace,							& mesh->mip_dist,							& mesh->v_dirty, 							& mesh->octree_depth,							& mesh->addressMode,							& mesh->texTransform->rotation,							mesh->texTransform->offset,							mesh->texTransform->scale,							& mesh->texTransformDirty,							& mesh->hit,							& mesh->skinMeshController);	}	for( i = 0; i < mesh -> nVertices; i ++ )	{		vp[i] = mesh -> vertices[i]->position;	}	return AS3_Array( "PtrType, PtrType, PtrType, PtrType, PtrType, PtrType, PtrType, PtrType, PtrType, PtrType, PtrType, PtrType, PtrType, PtrType",						mesh,						& mesh->lightEnable,						& mesh->fogEnable,						& mesh->useMipmap,						//& mesh->terrainTrace,						& mesh->mip_dist,						& mesh->v_dirty,						& mesh->octree_depth,						& mesh->addressMode,						& mesh->texTransform->rotation, 						mesh->texTransform->offset,						mesh->texTransform->scale,						& mesh->texTransformDirty,						& mesh->hit,						& mesh->skinMeshController,						& vp );}
开发者ID:linfuqing,项目名称:alchemy3d,代码行数:59,


示例5: create_as3_value_from_lua_stack

/** Create an ActionScript value from the lua stack starting* at index start and ending at index end.  If collapse_array == 1,* an empty return will be transformed into AS3_Undefined() and a* return of length 1 will just return the specific value.* Otherwise an array is returned.*/AS3_Val create_as3_value_from_lua_stack(    lua_State * L,    int start,    int end,    BOOL collapse_array  ){  /* WARNING: Panic alert! Use L*_FN checkers here! */  LCALL(L, stack);  AS3_Val ret;  SPAM(("create_as3_value_from_lua_stack(): begin"));  if (collapse_array == TRUE && start > end)  {    ret = AS3_Null();  }  else if (collapse_array == TRUE && start == end)  {    ret = get_as3_value_from_lua_stack(L, start);  }  else  {    int i;    ret = AS3_Array("");    for (i = start; i <= end; ++i)    {      AS3_Val value;      AS3_Val r;      /*SPAM(("create_as3_value_from_lua_stack() + 1 begin"));*/      value = get_as3_value_from_lua_stack(L, i);      r = AS3_CallTS("push", ret, "AS3ValType", value);      SAFE_RELEASE(r); /* Ignoring result */      SAFE_RELEASE(value);      /*SPAM(("create_as3_value_from_lua_stack() + 1 end"));*/    }  }#ifdef DO_SPAM  SPAM(("create_as3_value_from_lua_stack(): end"));  AS3_Trace(      AS3_Call(          getQualifiedClassName_method, NULL, AS3_Array("AS3ValType", ret)        )    );#endif /* DO_SPAM */  LCHECK_FN(L, stack, 0, fatal_error);  return ret;}
开发者ID:Khainer,项目名称:lua-alchemy,代码行数:64,


示例6: initializeMorphChannel

AS3_Val initializeMorphChannel( void* self, AS3_Val args ){	Animation* animation;	int length, i, duration = 0;	char* name;	float* times;	Vector3D** vertices;	int* verticesLength;	MorphChannel* channel;	Frame* frames;	AS3_ArrayValue(args, "PtrType, IntType, PtrType, PtrType, PtrType, PtrType", &animation, &length, &name, &times, &vertices, &verticesLength);	if(length)	{		if( ( frames = ( Frame * )malloc(sizeof(Frame) * length) ) == NULL ) 			exit( TRUE );		for(i = 0; i < length; i ++)		{			frames[i].length   = verticesLength[i];			frames[i].vertices = vertices[i];			frames[i].time     = times[i];			memcpy(frames[i].name, name + i * FRAME_NAME_LENGTH, FRAME_NAME_LENGTH);			duration += frames[i].time;		}	}	channel = newMorphChannel(animation, frames, length, duration);	return AS3_Array("PtrType, PtrType, PtrType, PtrType", channel, &channel->dirty, channel->currentFrameName, &channel->nameLength);}
开发者ID:dreamsxin,项目名称:zero3d,代码行数:34,


示例7: doUnAes

AS3_Val doUnAes(void *data, AS3_Val args){	AS3_Val input = NULL;    unsigned int in_len;	char * ar;	AS3_ArrayValue(args, "AS3ValType, IntType", &input, &in_len);	ar = (char *)malloc(in_len);		AS3_ByteArray_readBytes((void*)ar, input, in_len);			char * aesData;	int out_len = 0;	char * keyStr = "kael";		//use AES to Decrypt the bytes		aesData = DES_Decrypt(ar, keyStr, in_len, &out_len );	//make a new as3 byteArray var	AS3_Val baNS = AS3_String("flash.utils");	AS3_Val baClass = AS3_NSGetS(baNS, "ByteArray");	AS3_Val emptyParams = AS3_Array("");	AS3_Val byteArray2 = AS3_New(baClass, emptyParams);		AS3_ByteArray_writeBytes(byteArray2, aesData, out_len);	return byteArray2;}
开发者ID:kaelliu,项目名称:Miscellaneous,代码行数:26,


示例8: initializeLight

AS3_Val initializeLight( void* self, AS3_Val args ){	//Scene * scene;	Entity * source;	int type;	Light * light;	Lights * node;	AS3_ArrayValue( args, "PtrType, IntType", &source, &type );	light = newPointLight( type, source );	//scene_addLight( scene, light );	if( ( node = ( Lights * )malloc( sizeof( Lights ) ) ) == NULL )	{		exit( TRUE );	}	node -> light = light;	node -> next  = NULL;	return AS3_Array( "PtrType, PtrType, PtrType, PtrType, PtrType, PtrType, PtrType, PtrType, PtrType, PtrType, PtrType, PtrType, PtrType, PtrType, PtrType",		light, &light->mode, &light->bOnOff, &light->type, light->ambient, light->diffuse, light->specular,		&light->range, &light->falloff, &light->theta, &light->phi, &light->attenuation0, &light->attenuation1, &light->attenuation2, node );}
开发者ID:dreamsxin,项目名称:zero3d,代码行数:25,


示例9: initializeScene

AS3_Val initializeScene( void* self, AS3_Val args ){	Scene * scene;	scene =  newScene();	return AS3_Array( "PtrType, PtrType, PtrType, PtrType, PtrType, PtrType, PtrType, PtrType", scene, & scene->nNodes, & scene->nVertices, & scene->nFaces, & scene->nRenderList, & scene->nCullList, & scene->nClippList, &scene->terrain );}
开发者ID:dreamsxin,项目名称:zero3d,代码行数:8,


示例10: initializeTexture

AS3_Val initializeTexture( void* self, AS3_Val args ){	char * name;	Texture * texture;	AS3_ArrayValue( args, "StrType", &name );	texture = newTexture( name );	return AS3_Array( "PtrType, PtrType, PtrType, PtrType, PtrType", texture, & texture->perspective_dist, &texture->perspectiveLP_dist, &texture->alphaTestRef, &texture->numMipLevels);}
开发者ID:dreamsxin,项目名称:zero3d,代码行数:12,


示例11: initialize_as3_constants

/* setup some useful constants */void initialize_as3_constants(){  no_params = AS3_Array("");  zero_param = AS3_Int(0);  Number_class = get_class2(NULL, "Number");  int_class = get_class2(NULL, "int");  String_class = get_class2(NULL, "String");  Boolean_class = get_class2(NULL, "Boolean");  flash_utils_namespace = AS3_String("flash.utils");  getQualifiedClassName_method = AS3_NSGetS(flash_utils_namespace, "getQualifiedClassName");  Array_class = get_class2(NULL, "Array");}
开发者ID:Tmdean,项目名称:lua-alchemy,代码行数:13,


示例12: push_as3_to_lua_stack_if_convertible

/** Given an ActionScript object, push it onto the Lua stack as a Lua native* type if a primitive class (String, Number, Boolean, int, null).* If object is not convertible to native Lua value, do not push anything* (and return 0).** WARNING: It important that this function does not touch*          non-primitive values (like Arrays). If this will be changed,*          optional primitive autoconversion logic will break.*/int push_as3_to_lua_stack_if_convertible(lua_State * L, AS3_Val val){  LCALL(L, stack);#ifdef DO_SPAM  SPAM(("push_as3_to_lua_stack_if_convertible(): begin: value, type"));  AS3_Trace(val);  AS3_Trace(      AS3_Call(          getQualifiedClassName_method, NULL, AS3_Array("AS3ValType", val)        )    );#endif /* DO_SPAM */  if (AS3_InstanceOf(val, Number_class))  {    lua_pushnumber(L, AS3_NumberValue(val));  }  else if (AS3_InstanceOf(val, int_class))  {    lua_pushinteger(L, AS3_IntValue(val));  }  else if (AS3_InstanceOf(val, String_class))  {    size_t length = 0;    AS3_Malloced_Str str = get_string_bytes(val, &length);    lua_pushlstring(L, str, length);    free(str);  }  else if (AS3_InstanceOf(val, Boolean_class))  {    lua_pushboolean(L, AS3_IntValue(val));  }  else if (val == AS3_Undefined())  {    lua_pushnil(L);  }  else if (is_null(val))  {    lua_pushnil(L);  }  else  {    SPAM(("push_as3_to_lua_stack_if_convertible(): not convertible"));    LRETURN(L, stack, 0);  }  SPAM(("push_as3_to_lua_stack_if_convertible(): end"));  LRETURN(L, stack, 1);}
开发者ID:Khainer,项目名称:lua-alchemy,代码行数:61,


示例13: qspCallShowPicture

void qspCallShowPicture(QSP_CHAR *file){	/* Здесь показываем изображение */	QSPCallState state;	AS3_Val args;	char *strUTF8;	if (qspCallBacks[QSP_CALL_SHOWIMAGE].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_SHOWIMAGE].FuncVal, qspCallBacks[QSP_CALL_SHOWIMAGE].ThisVal, args);		AS3_Release(args);		flyield();		qspRestoreCallState(&state);	}}
开发者ID:fylfot,项目名称:QSP-iPhone,代码行数:23,


示例14: qspCallShowMessage

void qspCallShowMessage(QSP_CHAR *text){	/* Здесь показываем сообщение */	QSPCallState state;	AS3_Val args;	char *strUTF8;	if (qspCallBacks[QSP_CALL_SHOWMSGSTR].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_SHOWMSGSTR].FuncVal, qspCallBacks[QSP_CALL_SHOWMSGSTR].ThisVal, args);		AS3_Release(args);		flyield();		qspRestoreCallState(&state);	}}
开发者ID:fylfot,项目名称:QSP-iPhone,代码行数:23,


示例15: qspCallCloseFile

void qspCallCloseFile(QSP_CHAR *file){	/* Здесь выполняем закрытие файла */	QSPCallState state;	AS3_Val args;	char *strUTF8;	if (qspCallBacks[QSP_CALL_CLOSEFILE].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_CLOSEFILE].FuncVal, qspCallBacks[QSP_CALL_CLOSEFILE].ThisVal, args);		AS3_Release(args);		flyield();		qspRestoreCallState(&state);	}}
开发者ID:fylfot,项目名称:QSP-iPhone,代码行数:23,


示例16: qspCallSystem

void qspCallSystem(QSP_CHAR *cmd){	/* Здесь выполняем системный вызов */	QSPCallState state;	AS3_Val args;	char *strUTF8;	if (qspCallBacks[QSP_CALL_SYSTEM].IsSet)	{		qspSaveCallState(&state, QSP_FALSE, QSP_FALSE);		if (cmd)		{			strUTF8 = qspW2C(cmd);			args = AS3_Array("StrType", strUTF8);			free(strUTF8);		}		else			args = AS3_Array("StrType", 0);		AS3_Call(qspCallBacks[QSP_CALL_SYSTEM].FuncVal, qspCallBacks[QSP_CALL_SYSTEM].ThisVal, args);		AS3_Release(args);		flyield();		qspRestoreCallState(&state);	}}
开发者ID:fylfot,项目名称:QSP-iPhone,代码行数:23,


示例17: qspCallSetInputStrText

void qspCallSetInputStrText(QSP_CHAR *text){	/* Здесь устанавливаем текст строки ввода */	QSPCallState state;	AS3_Val args;	char *textUTF8;	if (qspCallBacks[QSP_CALL_SETINPUTSTRTEXT].IsSet)	{		qspSaveCallState(&state, QSP_TRUE, QSP_FALSE);		if (text)		{			textUTF8 = qspW2C(text);			args = AS3_Array("StrType", textUTF8);			free(textUTF8);		}		else			args = AS3_Array("StrType", 0);		AS3_Call(qspCallBacks[QSP_CALL_SETINPUTSTRTEXT].FuncVal, qspCallBacks[QSP_CALL_SETINPUTSTRTEXT].ThisVal, args);		AS3_Release(args);		flyield();		qspRestoreCallState(&state);	}}
开发者ID:fylfot,项目名称:QSP-iPhone,代码行数:23,


示例18: qspCallDebug

void qspCallDebug(QSP_CHAR *str){	/* Здесь передаем управление отладчику */	QSPCallState state;	char *strUTF8;	AS3_Val args;	if (qspCallBacks[QSP_CALL_DEBUG].IsSet)	{		qspSaveCallState(&state, QSP_FALSE, QSP_FALSE);		if (str)		{			strUTF8 = qspW2C(str);			args = AS3_Array("StrType", strUTF8);			free(strUTF8);		}		else			args = AS3_Array("StrType", 0);		AS3_Call(qspCallBacks[QSP_CALL_DEBUG].FuncVal, qspCallBacks[QSP_CALL_DEBUG].ThisVal, args);		AS3_Release(args);		flyield();		qspRestoreCallState(&state);	}}
开发者ID:fylfot,项目名称:QSP-iPhone,代码行数:23,


示例19: qspCallPlayFile

void qspCallPlayFile(QSP_CHAR *file, int volume){	/* Здесь начинаем воспроизведение файла с заданной громкостью */	QSPCallState state;	AS3_Val args;	char *strUTF8;	if (qspCallBacks[QSP_CALL_PLAYFILE].IsSet)	{		qspSaveCallState(&state, QSP_TRUE, QSP_FALSE);		if (file)		{			strUTF8 = qspW2C(file);			args = AS3_Array("StrType, IntType", strUTF8, volume);			free(strUTF8);		}		else			args = AS3_Array("StrType, IntType", 0, volume);		AS3_Call(qspCallBacks[QSP_CALL_PLAYFILE].FuncVal, qspCallBacks[QSP_CALL_PLAYFILE].ThisVal, args);		AS3_Release(args);		flyield();		qspRestoreCallState(&state);	}}
开发者ID:fylfot,项目名称:QSP-iPhone,代码行数:23,


示例20: 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,


示例21: qspCallSetTimer

void qspCallSetTimer(int msecs){	/* Здесь устанавливаем интервал таймера */	QSPCallState state;	AS3_Val args;	if (qspCallBacks[QSP_CALL_SETTIMER].IsSet)	{		qspSaveCallState(&state, QSP_TRUE, QSP_FALSE);		args = AS3_Array("IntType", msecs);		AS3_Call(qspCallBacks[QSP_CALL_SETTIMER].FuncVal, qspCallBacks[QSP_CALL_SETTIMER].ThisVal, args);		AS3_Release(args);		flyield();		qspRestoreCallState(&state);	}}
开发者ID:fylfot,项目名称:QSP-iPhone,代码行数:15,


示例22: initializeAnimation

AS3_Val initializeAnimation( void* self, AS3_Val args ){	Animation* a;	Entity* parent;	int isPlay, loop;	int maxTime, minTime;	AS3_ArrayValue(args, "PtrType, IntType, IntType, IntType, IntType", &parent, &isPlay, &loop, &maxTime, &minTime);	a = newAnimation(isPlay, loop, maxTime, minTime);	parent->animation = a;	return AS3_Array("PtrType, PtrType, PtrType, PtrType, PtrType, PtrType, PtrType, PtrType", a, &a->isPlay, &a->loop, &a->minTime, &a->maxTime, &a->durationTime, &a->time, &a->timeMode);}
开发者ID:dreamsxin,项目名称:zero3d,代码行数:15,


示例23: initializeViewport

AS3_Val initializeViewport( void* self, AS3_Val args ){	Viewport * view;	Scene * scene;	Camera * camera;	double width, height;	AS3_ArrayValue( args, "DoubleType, DoubleType, PtrType, PtrType", &width, &height, &camera, &scene );	view = newViewport( (float)width, (float)height, scene, camera );	return AS3_Array( "PtrType, PtrType, PtrType, PtrType, PtrType, PtrType", view, view->videoBuffer, view->zBuffer, & view->camera, & view->scene, &view->sortTransList );}
开发者ID:dreamsxin,项目名称:zero3d,代码行数:15,


示例24: qspCallRefreshInt

void qspCallRefreshInt(QSP_BOOL isRedraw){	/* Здесь выполняем обновление интерфейса */	QSPCallState state;	AS3_Val args;	if (qspCallBacks[QSP_CALL_REFRESHINT].IsSet)	{		qspSaveCallState(&state, QSP_TRUE, QSP_FALSE);		args = AS3_Array("IntType", isRedraw);		AS3_Call(qspCallBacks[QSP_CALL_REFRESHINT].FuncVal, qspCallBacks[QSP_CALL_REFRESHINT].ThisVal, args);		AS3_Release(args);		flyield();		qspRestoreCallState(&state);	}}
开发者ID:fylfot,项目名称:QSP-iPhone,代码行数:15,


示例25: qspCallOpenGame

void qspCallOpenGame(QSP_CHAR *file){	/* Здесь позволяем пользователю выбрать файл */	/* состояния игры для загрузки и загружаем его */	QSPCallState state;	AS3_Val args;	char *strUTF8;	if (qspCallBacks[QSP_CALL_OPENGAMESTATUS].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_OPENGAMESTATUS].FuncVal, qspCallBacks[QSP_CALL_OPENGAMESTATUS].ThisVal, args);		AS3_Release(args);		flyield();		qspRestoreCallState(&state);	}}
开发者ID:fylfot,项目名称:QSP-iPhone,代码行数:24,


示例26: qspCallShowMenu

void qspCallShowMenu(){	/* Здесь показываем меню */	QSPCallState state;	AS3_Val args;	if (qspCallBacks[QSP_CALL_SHOWMENU].IsSet)	{		qspSaveCallState(&state, QSP_FALSE, QSP_TRUE);		args = AS3_Array("");		AS3_Call(qspCallBacks[QSP_CALL_SHOWMENU].FuncVal, qspCallBacks[QSP_CALL_SHOWMENU].ThisVal, args);		AS3_Release(args);		flyield();		qspRestoreCallState(&state);	}}
开发者ID:fylfot,项目名称:QSP-iPhone,代码行数:15,


示例27: qspCallShowWindow

void qspCallShowWindow(int type, QSP_BOOL isShow){	/* Здесь показываем или скрываем окно */	QSPCallState state;	AS3_Val args;	if (qspCallBacks[QSP_CALL_SHOWWINDOW].IsSet)	{		qspSaveCallState(&state, QSP_TRUE, QSP_FALSE);		args = AS3_Array("IntType, IntType", type, isShow);		AS3_Call(qspCallBacks[QSP_CALL_SHOWWINDOW].FuncVal, qspCallBacks[QSP_CALL_SHOWWINDOW].ThisVal, args);		AS3_Release(args);		flyield();		qspRestoreCallState(&state);	}}
开发者ID:fylfot,项目名称:QSP-iPhone,代码行数:15,


示例28: qspCallSleep

void qspCallSleep(int msecs){	/* Здесь ожидаем заданное количество миллисекунд */	QSPCallState state;	AS3_Val args;	if (qspCallBacks[QSP_CALL_SLEEP].IsSet)	{		qspSaveCallState(&state, QSP_TRUE, QSP_FALSE);		args = AS3_Array("IntType", msecs);		AS3_Call(qspCallBacks[QSP_CALL_SLEEP].FuncVal, qspCallBacks[QSP_CALL_SLEEP].ThisVal, args);		AS3_Release(args);		flyield();		qspRestoreCallState(&state);	}}
开发者ID:fylfot,项目名称:QSP-iPhone,代码行数:15,


示例29: qspCallDeleteMenu

void qspCallDeleteMenu(){	/* Здесь удаляем текущее меню */	QSPCallState state;	AS3_Val args;	if (qspCallBacks[QSP_CALL_DELETEMENU].IsSet)	{		qspSaveCallState(&state, QSP_TRUE, QSP_FALSE);		args = AS3_Array("");		AS3_Call(qspCallBacks[QSP_CALL_DELETEMENU].FuncVal, qspCallBacks[QSP_CALL_DELETEMENU].ThisVal, args);		AS3_Release(args);		flyield();		qspRestoreCallState(&state);	}}
开发者ID:fylfot,项目名称:QSP-iPhone,代码行数:15,


示例30: initialize3DS

AS3_Val initialize3DS( void* self, AS3_Val args ){	FILE * file;	void * dest;	Entity * entity;	A3DS * a3ds;	DWORD render_mode;	AS3_ArrayValue(args, "AS3ValType, PtrType, IntType", &dest, &entity, &render_mode);	file = funopen((void *)dest, readByteArray, writeByteArray, seekByteArray, closeByteArray);	a3ds = A3DS_Create( file, entity, render_mode );	return AS3_Array( "PtrType, IntType, IntType, PtrType, IntType, IntType, IntType", a3ds, a3ds->mNum, a3ds->tNum, a3ds->a3d_materialList->next, FPOS( A3DS_MaterialList, next ), FPOS( A3DS_MaterialList, texture ), FPOS( Texture, name ) );}
开发者ID:dreamsxin,项目名称:zero3d,代码行数:16,



注:本文中的AS3_Array函数示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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