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MatsVed

[.net] Flash ActionScript to C#

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Hey! I need some help with converting code written in ActionScript for Adobe Flash to C#. Here's the class I'm trying to convert:
package com.frankula.parsers {
	
	import flash.utils.Proxy;
	import flash.utils.flash_proxy;
	
	public final class IFFChunkID extends Proxy {
		
		private static var _instance:IFFChunkID;
		private static var _converted:Object;
		private static var _returnType:String;
		// rsmp : the resource map that tells where everything else is
		public static function get rsmp():* {
			(IFFChunkID._instance == null) ? IFFChunkID.getInstance() : null;
			return IFFChunkID._instance['rsmp'];
		}
		
		public static function get BCON():* { 
			(IFFChunkID._instance == null) ? IFFChunkID.getInstance() : null;
			return IFFChunkID._instance['BCON'];
		}
		
		public static function get TRCN():* {
			(IFFChunkID._instance == null) ? IFFChunkID.getInstance() : null;
			return IFFChunkID._instance['TRCN'];
		}
		
		public static function get BHAV():* {
			(IFFChunkID._instance == null) ? IFFChunkID.getInstance() : null;
			return IFFChunkID._instance['BHAV'];
		}
		
		public static function get OBJf():* {
			(IFFChunkID._instance == null) ? IFFChunkID.getInstance() : null;
			return IFFChunkID._instance['OBJf'];
		}
		
		public static function get objt():* {
			(IFFChunkID._instance == null) ? IFFChunkID.getInstance() : null;
			return IFFChunkID._instance['objt'];
		}
		
		public static function get SLOT():* {
			(IFFChunkID._instance == null) ? IFFChunkID.getInstance() : null;
			return IFFChunkID._instance['SLOT'];
		}
		
		public static function get TREE():* {
			(IFFChunkID._instance == null) ? IFFChunkID.getInstance() : null;
			return IFFChunkID._instance['TREE'];
		}
		
		public static function get TRPR():* {
			(IFFChunkID._instance == null) ? IFFChunkID.getInstance() : null;
			return IFFChunkID._instance['TRPR'];
		}
		// OBJD : data about the object (cost, category, etc)
		public static function get OBJD():* {
			(IFFChunkID._instance == null) ? IFFChunkID.getInstance() : null;
			return IFFChunkID._instance['OBJD'];
		}
		// CTSS : Catalog text strings in one or more languages
		public static function get CTSS():* {
			(IFFChunkID._instance == null) ? IFFChunkID.getInstance() : null;
			return IFFChunkID._instance['CTSS'];
		}
		// DGRP : draw group resources that define where sprite images go
		public static function get DGRP():* {
			(IFFChunkID._instance == null) ? IFFChunkID.getInstance() : null;
			return IFFChunkID._instance['DGRP'];
		}
		// SPR2 : sprite image resources
		public static function get SPR2():* {
			(IFFChunkID._instance == null) ? IFFChunkID.getInstance() : null;
			return IFFChunkID._instance['SPR2'];
		}
		// SPRn : more sprite image resources
		public static function get SPRn():* {
			(IFFChunkID._instance == null) ? IFFChunkID.getInstance() : null;
			return IFFChunkID._instance['SPR#'];
		}
		// PALT : palettes used by the sprite image resources
		public static function get PALT():* {
			(IFFChunkID._instance == null) ? IFFChunkID.getInstance() : null;
			return IFFChunkID._instance['PALT'];
		}
		// BMP_ : Windows BMP format bitmaps; used in catalogs and thought balloons
		public static function get BMP():* {
			(IFFChunkID._instance == null) ? IFFChunkID.getInstance() : null;
			return IFFChunkID._instance['BMP_'];
		}
		// FBMP : Windows BMP format bitmaps; used in some .flr floor files
		public static function get FBMP():* {
			(IFFChunkID._instance == null) ? IFFChunkID.getInstance() : null;
			return IFFChunkID._instance['FBMP'];
		}
		// STRn : text strings (animation names, alerts. etc.) in one or more languages
		public static function get STRn():* {
			(IFFChunkID._instance == null) ? IFFChunkID.getInstance() : null;
			return IFFChunkID._instance['STR#'];
		}
		// TTAs : pie menutext strings in one or more languages
		public static function get TTAs():* {
			(IFFChunkID._instance == null) ? IFFChunkID.getInstance() : null;
			return IFFChunkID._instance['TTAs'];
		}
		// TTAB : binary menu data
		public static function get TTAB():* {
			(IFFChunkID._instance == null) ? IFFChunkID.getInstance() : null;
			return IFFChunkID._instance['TTAB'];
		}
		// uChr : text strings used in .FAM files
		public static function get uChr():* {
			(IFFChunkID._instance == null) ? IFFChunkID.getInstance() : null;
			return IFFChunkID._instance['uChr'];
		}
		// CARR : Carreer data (sim job info)
		public static function get CARR():* {
			(IFFChunkID._instance == null) ? IFFChunkID.getInstance() : null;
			return IFFChunkID._instance['CARR'];
		}
		
		public static function encode(str:String):* {
			return IFFChunkID._instance[str];
		}
		
		public static function decode(val:uint):* {
			var hex:String = val.toString(16);
			return String.fromCharCode(((val & 0xff000000) >> 24), ((val & 0x00ff0000) >> 16), ((val & 0x0000ff00) >> 8), (val & 0x000000ff));
		}
		
		public static function invert2(val:uint):uint {
			return ((val >> 8) & 0xff)+((val << 8) & 0xff00);
		}
		
		public static function invert4(val:uint):uint {
			return ((val & 0xff000000) >> 24) | ((val & 0x00ff0000) >> 8) | ((val & 0x0000ff00) << 8) | ((val & 0x000000ff) << 24);
		}
		
		public static function set returnType(type:String):void {
			(IFFChunkID._instance == null) ? IFFChunkID.getInstance() : null;
			IFFChunkID._returnType = type;
		}
		
		public function IFFChunkID(singletonEnforcer:SingletonEnforcer) {
		}
		
		private static function getInstance():IFFChunkID {
			if (IFFChunkID._instance == null) {
				IFFChunkID._instance = new IFFChunkID(new SingletonEnforcer());
				IFFChunkID._converted = new Object();
				IFFChunkID._returnType = IFFChunkReturnType.UINT;
			}
			return IFFChunkID._instance;
		}
		
		flash_proxy override function getProperty(name:*):* {
			if (name != null) {
				if (name.toString().length == 4) {
					if (IFFChunkID._converted[name] == null) { IFFChunkID._converted[name] = toChunkID(name); }
					if (IFFChunkID._returnType == IFFChunkReturnType.UINT) {
						return IFFChunkID._converted[name];
					} else if (IFFChunkID._returnType == IFFChunkReturnType.HEX) {
						return IFFChunkID._converted[name].toString(16);
					}
				} else { throw new Error(name+" is not a valid chunk ID"); }
			}
		}
		
		private function toChunkID(id:String):uint {
			var a:int = id.charCodeAt(0);
			var b:int = id.charCodeAt(1);
			var c:int = id.charCodeAt(2);
			var d:int = id.charCodeAt(3);
			return ((a << 24) | (b << 16) | (c << 8) | d);
		}
		
	}
}

internal final class SingletonEnforcer {}
Can someone please help me figure out exactly how this class works? I know it's a singleton, but I don't really know much more than that. Here is an example of how this class is used:
		private function parseData(byteArray:ByteArray = null):void {
			var len:int = Math.floor(byteArray.bytesAvailable)-4;
			IFFChunkID["returnType"] = IFFChunkReturnType.UINT;
			byteArray.position = 0;
			for (var i:int=0; i<len; i++) {
				byteArray.position = i;
				var nVal:uint = byteArray.readUnsignedInt();
				if (
					(nVal == IFFChunkID.rsmp) || (nVal == IFFChunkID.BCON) ||
					(nVal == IFFChunkID.BHAV) || (nVal == IFFChunkID.BMP)  ||
					(nVal == IFFChunkID.CTSS) || (nVal == IFFChunkID.DGRP) ||
					(nVal == IFFChunkID.FBMP) || (nVal == IFFChunkID.OBJD) ||
					(nVal == IFFChunkID.OBJf) || (nVal == IFFChunkID.objt) ||
					(nVal == IFFChunkID.PALT) || (nVal == IFFChunkID.SLOT) ||
					(nVal == IFFChunkID.SPR2) || (nVal == IFFChunkID.SPRn) ||
					(nVal == IFFChunkID.TRCN) || (nVal == IFFChunkID.TREE) ||
					(nVal == IFFChunkID.TRPR) || (nVal == IFFChunkID.TTAB) ||
					(nVal == IFFChunkID.TTAs) || (nVal == IFFChunkID.uChr) ||
					(nVal == IFFChunkID.CARR)
				) {
					var chunk:IFFChunk = toChunk(nVal, byteArray);
					i += chunk.length;
					_mainChunks.push(chunk);
				}
			}
			//trace("rscs : "+_mainChunks.length);
			parseObjects();
		}
Here's what I've converted so far:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

namespace IffLib.Parsers
{
    public class IffChunkID
    {
        private static readonly IffChunkID m_Instance = new IffChunkID();

        private static string m_ReturnType;

        public string ReturnType
        {
            set
            {
                IffChunkID.m_ReturnType = value;
            }
        }

        // Explicit static constructor to tell C# compiler
        // not to mark type as beforefieldinit
        static IffChunkID()
        {
        }

        IffChunkID()
        {
        }

        public static IffChunkID Instance
        {
            get 
            {
                m_ReturnType = IffChunkReturnType.UINT;
                return m_Instance;
            }
        }

        public static string Decode (uint Value)
        {
            string Hex = Value.ToString("X");
            return new string(new char[] 
            { 
                (char)((Value & 0xff000000) >> 24), 
                (char)((Value & 0x00ff0000) >> 16), (char)((Value & 0x0000ff00) >> 8), 
                (char)(Value & 0x000000ff) 
            });
        }

        public static uint Invert2(uint Value)
        {
            return ((Value >> 8) & 0xff) + ((Value << 8) & 0xff00);
        }

        public static uint Invert4(uint Value)
        {
            return ((Value & 0xff000000) >> 24) | ((Value & 0x00ff0000) >> 8) | ((Value & 0x0000ff00) << 8) | ((Value & 0x000000ff) << 24);
        }

        private static uint ToChunkID(string ID)
        {
            int A = ID[0];
            int B = ID[1];
            int C = ID[2];
            int D = ID[3];

            return (uint)((A << 24) | (B << 16) | (C << 8) | D);
        }
    }
}

One theory I have is that _converted is some kind of array containing elenents of... some kind of type. What kind of type, I'm not sure. :| If this theory is correct, the above example would be the ActionScript way of implementing [Array]Indexers like in C#. Bah... I'm confused!! Someone please help!! IffChunkReturnType simply looks like this:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

namespace IffLib.Parsers
{
    internal class IffChunkReturnType
    {
        public static string UINT = "uint";
        public static string HEX = "hex";
    }
}

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