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Convert AS3 sources to their Haxe equivalent -- forked to port Moonshine IDE to Haxe

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as3hx Build Status

Convert ActionScript 3 to Haxe 3 code.

Build

You'll need Haxe 3.* to build the project and Neko 2.* to run it.

haxe --no-traces as3hx.hxml

Build the as3hx tool.

haxe -debug as3hx.hxml

Build with debug output when converting files.

Use

neko run.n test/ out/

This will take all the ActionScript 3 files in the test/ directory and generate the corresponding Haxe files in out/

To generate the tests you can also use :

make run-test

This will generate the tests in test-out

To get the basic tool usage :

neko run.n -help

Config

There are many configuration options to choose how the Haxe code is generated, check the src/as3hx/Config.hx file for the full list.

as3hx looks for, or creates, a config file in your home directory called ".as3hx_config.xml". You can also create one in the directory you are running as3hx from, which will override the home file.

Licence

MIT, see LICENCE.md

Current failures:

'delete' keyword:

In ActionScript, the delete keyword will cause an intentional failure in the generated .hx file. Take a close look at the object being deleted.

  1. if it is a local variable, replace delete varname with varname = null
  2. if it is a class member variable, remove the delete entirely
  3. it it is an E4X (FastXML), well, hmmm... still working on that one.

Senocular did a little writeup on delete that might make it more clear http://www.kirupa.com/forum/showthread.php?223798-ActionScript-3-Tip-of-the-Day/page3

E4X:

E4X is currently partly done. This will fail in some cases, just examine source and output carefully.

AS3 markup

You can use comments in ActionScript 3 code to enchance quality of conversion

Haxe code injection

Use comment /*haxe:*/ in arbitrary place in code to inject enclosed string as a raw Haxe code.

/*haxe:
methodToCallInHaxe();
*/

var trueInHaxe:Boolean = /*haxe:true;//*/false;

Use conditional compilation blocks to hide AS3 code from Haxe compiler

CONFIG::AS3 {
    methodToCallInAs3();
}

Type hints

Use comment /*haxe:*/ after AS3 type to override AS3 type with type from comment.

var o:*/*haxe:utils.RawData*/ = {};

You can use it to define strict Haxe function types:

function registerCallback(callback:Function/*haxe:Event->Void*/):void { }

Use comment /*<>*/ to force Haxe type parameters on AS3 types:

var b:Dictionary = new Dictionary/*<Int,String>*/();

public class ItemRenderer/*<ItemValue>*/ {
}

Conversion tips

The bigger part of the complete project is converted at once, the better results you will get since type info takes a great role in conversion.

You can chain src paths neko as3hx.n "src\path\1" "src\path\2" "src\path\2" if your project has more than one src path.

Use -libPath "path\to\as3\classes" command line parameter to define path with all related code that should be taken into account during conversion but should not be converted by itself. The internal directory structure is not important since only package names are taken into consideration.

For better results include interfaces to swc libraries that you use in your project. You can decompile swcs to get such interfaces.

It's a good idea to include decompiled interfaces from playerglobal.swc to enhance interaction with Flash API.

Disclaimer

This fork is made for a single project in mind. So there are probably some breaking changes in formatting of converted code for different code styles.

Also there are no publicly available test cases for added functionality.

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