Methods `onSetFocus` & `onKillFocus` are invoked when focus is changed
for `TextField`, `Button`, and `MovieClip`.
Multiple SWFs use these methods to listen to a focus change,
e.g. in order to implement placeholders for text fields.
We now validate the passed in profile, and return the selected profile
from 'Context3D.profile'. We don't yet alter the available
registers/textures based on the profile.
This is pretty straightforward, except for the fact that Flash
completely ignores the provided commands when the 'data' vector
is empty (if 'data' has even a single entry, then Flash will validate
that all of the commands have the correct amount of data to run).
One SWF that I tested relies on this behavior.
Casting the character to u8 and back to char caused some non-ASCII
non-control characters to be treated as control characters.
For instance the letter "ą" (U+0105) after casting to u8 and back
became ENQ (U+0005) which is a control character.
Some other letters worked, for instance the letter "ł" (U+0142)
became "B" (U+0042) and was not classified as a control character.
The test edittext_input was added to verify this behavior.
Our asc.jar doesn't seem to apply a version suffix to namespaces for
interface method definitions. This was causing these methods to
get marked as VM_INTERNAL when we loaded playerglobals, preventing SWF
from invoking these methods through the interface (e.g. having a
variable of type `IEventDispatcher`, and calling `dispatchEvent` on it)
This builds on our existing playerglobal versioning support
to add in AIR versioning. We closely follow the avmplus implementation:
* When an SWF is loaded, we chose either a FlashPlayer or AIR
APIVersion for its SWF version, based on our configured player runtime.
* When loading playerglobals, we look at the player runtime. In AIR
mode, we map FlashPlayer-versioned definitions to the closest AIR
version. This ensures that all runtime APIVersions are in the
same series (either AIR or FlashPlayer). In FlashPlayer mode,
all AIR-versioned definitions get mapped to VM_INTERNAL, hiding
them from user code.
Part of our existing api versioning code was implemented incorrectly.
Within playerglobals, we need to treat all unmarked namespaces as
VM_INTERNAL - this allows things like playerglobal script
initializer "initproperty" opcodes to see any VM_INTERNAL AIR
definitions (when we run under FlashPlayer mode). Previously, we
were using AllVersions, which would result in those VM_INTERNAL
definitions being hidden from other playerglobal code, which is
not correct.
Using this support, I've added a stub for the AIR-only
'flash.net.DatagramSocket'. I've also extended the test framework
with a new 'player_options.runtime' config option, which can be
set to "AIR" or "FlashPlayer" to configure the test runtime mode.
I've also added two new tests:
* 'air_hidden_lookup' runs under the FlashPlayer runtime, and verifies
that a list of classes (currently just "DatagramSocket" are
inacessible).
* 'air_datagram_socket', which uses `player_options.runtime = "AIR"`
to construct an instance of `flash.net.DatagramSocket`. We can
extend this test once we implement more of `DatagramSocket`
With this commit, we have all of the needed infrastructure to start
implementing and testing AIR-only classes and methods.
After some testing, and looking at OpenFL, I believe I've
determined the correct behavior for AGAL sampling:
Each time a Context3D.setProgram or Context3D.setSamplerStateAt
call is made, the sampler config for the used texture slot(s)
is updated with the new wrapping/filter behavior. For setProgram,
this comes from all of the 'tex' opcodes used within the program.
However, when the 'ignoresampler' flag is set in a 'tex' opcode,
the setProgram call does *not* override the existing sampler config.
As a result, that program will sample with the behavior determined
by the most recent setSamplerStateAt or setProgram call involving
the used texture slot(s).
Previously, we were always overriding the opcode sampler config
with the values from Context3D.setSamplerStateAt. However, I didn't
realize that the order of the calls matter, so none of my tests ended
up observing the effect of 'ignoresampler'.
We now need to process AGAL bytecode twice - a quick initial
parse to determine the sampler configs (which need to be updated
when we call 'setProgram'), and a second time when to build the
Naga module (which needs to wait until we have the vertex attributes
available, which can be changed by ActionScript after setting
the program).
This was causing the `Object.prototype.toString` to throw error 1050,
instead of returning `[object Array]`, which was causing quite a few avmplus test failures.
This makes them pass on aarch64 (for example, Android),
it looks nicer (no secret robot math), and more digits
are not necessary anyway. Also fix up formatting a bit.
This more closely aligns our code with the corresponding avmplus code.
A user-supplied index of '0' is special-cased, and we correctly
resume iteration when a public index mismatch is detected.