I've switched back to the original code for creating
the bitmap/bitmapdata, rather than relying on custom
initialization logic that we only used in loader.
To make sure that the Bitmap/BitmapData are only exposed
to ActionScript at the correct time, I've added a new flag
to control when 'LoaderInfo.content' becomes non-null
When ActionScript uses a ByteArray/Vector.<Number> as a shader input
or target, we create a temporary Rgba32Float texture, and copy the
input float32 bytes to/from the texture.
Unfortunately, wgpu doesn't seem to support an Rgb32Float (3-channel)
texture. When the shader uses 3 channels, we use a Rgba32Float
(4-channel) texture, and manually insert/remove padding for the
alpha channels. This isn't very efficient, but it's the simplest
solution.
The temporary textures themselves aren't cached anywhere - if this
becomes a performance issue, we could look into using some of our
existing wgpu texture/buffer pooling code.
This opens a searchable list (similar to what we have for display
objects), which shows a tree of Domains and their associated classes.
Currently, clicking on the domain/class buttons doesn't do anything.
In a follow-up, I'm planning to add additional windows to display
information about a class.
Some obfuscated SWFs may have invalid strings in their constant
pool - trying to immediately parse them as a utf-8 String throws
away information. Instead, we now store a `Vec<u8>`, which we
then use to construct an `AvmString` (or with `String::from_utf8_lossy`
for debug printing).
The handling of images in Loader.loaderBytes is similar to
the handling of SWFs - some of the data is exposed immediately
following the 'Loader.loadBytes' call, but the DisplayObject isn't
loaded until later.
This requires moving `set_root_movie` into `UpdateContext`.
Now, we preload the entire movieclip immediately - Flash Player
does this regardless of the size of the SWF.
The 'Loader::load_complete' is delayed to the end of the frame
(which is when the root class is constructed for the loaded clip).
When handling dynamic properties, avmplus will always try to
parse the string key name as a uint. If it succeeds, then the
key will be stored internally as a integer (via Atom), which is
observable by property iteration. The intention appears to have
been to support `obj[25] = someVal`, but it causes `obj["25"]`
and `obj[25]` to map to the same key (though iterating over the
object's keys will always produce a `number`).
This commit fixes issues with caret and selection rendering:
1. They had the wrong height and were rendered lower than expected
for some fonts and sizes.
2. The caret was not being rendered at all when there was no text,
but only when the text was set earlier and then deleted.
3. The selection was rendered with translate_x=-1,
which caused overlap over some glyphs.
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.