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Compiling the examples for Flash from Windows
Ok, it's assumed you've already built things on Windows and understand how Proton works.
Adobe's new Flash C++ stuff (Flascc?) allows us to create Flash versions of Proton stuff without changing a single line of code. How is this possible? Well, Adobe's compiler does most of the work, but Seth's GLES 1.X Adapter handles converting GLES calls to use Stage3D, so we still get full hardware acceleration.
It's not a perfect emulation (it's still a work in progress), but all the Proton examples run fine, so it ain't bad either.
NOTE : Proton using Domain Memory and Stage3D acceleration and Adobe has a rule that if your app makes 50k+ you have to pay them 9 percent. Just warning ya. Because of this, I (Seth) will probably be adding other web targets as well instead of depending on just Flash.
Flascc works for OSX or Windows, but I'm only going to cover the Windows setup as that's what I use. It uses Cygwin, which is sort of a fake linux for Windows. But, the Flascc SDK comes with its own version so you don't have to install it separately, like we used to have to do for Android builds.
Before you whip out .swf's of the Proton examples and amaze everyone, make sure the SDK is working.
- Install the Adobe Flash C++ Compiler (It's free, but Adobe makes you create an account here to get it)
- Install the latest FLEX SDK (Link)
- Optional: Download the debug Flash projector and put it in /shared/flash, associate that with .swf
- Optional: Download Vizzy, it will show LogMsg messages when using a debug player
- Follow this and make sure you can compile the 01_HelloWorld example
Note: If you get error “LLVM ERROR: Error: Unable to launch the Java Virtual Machine.” then modify 01_HelloWorld\Makefile to add -jvmopt=-Xmx1G to the build commands, so in the end, it would look like this:
T01: check @echo "-------- Sample 1 --------" @echo && echo "First let's compile it as a projector:" "$(FLASCC)/usr/bin/gcc" -jvmopt=-Xmx1G $(BASE_CFLAGS) hello.c -o hello.exe @echo && echo "Now lets compile it as a SWF:" "$(FLASCC)/usr/bin/gcc" -jvmopt=-Xmx1G $(BASE_CFLAGS) hello.c -emit-swf -swf-size=200x200 -o hello.swf include ../Makefile.common clean: rm -f hello.swf hello *.bc *.exe
Misc Notes & Tips
- Don't try to rename Console.as, the default preloader that Adobe ships hardcodes this name, we'd better keep it. (At first I tried to rename it FlashMain.as, bad idea..)
- shared/flash/app/flash/Console.as is the normal one, shared/flash/app/flash/RTConsoleVersion/Console.as is a special version that just does console output, no Stage3D or audio support, the RTConsole example uses it
- If you get reference errors in release builds you need to add the names of those functions to your project/flash/export.txt file. This will stop them from getting stripped out.
- printf will act like LogMsg, both will go to debug output
- Some MSVC examples have a Flash GLES Debug profile setup, it compiles and renders with MSVC, but there is no video as it's all going through a crippled GLFlashAdaptor - you can't see anything, but it's useful to me for debugging and seeing which GLES things aren't handled yet.