This allows the formation of `'static` futures that can still interact with a player. Async code will need to upgrade the weak reference in order to be able to interact with the player.
Due to some strangeness with the way Rust implemented unsafe-to-move behavior, boxed futures are implicitly `Unpin`. Which is useless to us.
The reason for this is a little counter-intuitive. Actually, the fact that Rust supports memory pinning at all is a little odd, because the core language explicitly requires all types be movable. To get around this, Pin requires that all !Unpin types be *born pinned*. This is because you can't re-pin an already unpinned value in memory.
Anyway, this necessitates this silly API change.
When `_parent` is preloaded in a `DefineFunction2` action,
we previously resolve it on the scope chain. This could cause
double borrow panics as the parent object could already be
borrowed, and also this matches the behavior of the official Flash
player.
Addresses #398.
This is the smallest positive number, not the most negative value.
This is actually the smallest positive subnormal f64, which Rust
does not provide a constant for. This is ~5e-324.
Match Flash's more closely when converting number to string:
* NAN -> NaN
* inf -> Infinity
* -inf -> -Infinity
* Use exponential notation for very large/very small
This is a little bit of a cheat by using Rust's number-to-string
formatting for exponentials, and shoving a sign in front of the
exponent.
Setting a property such as _x to undefined or null should have no
effect. This was working for v7+ SWFs because it would coerce to
NaN and we toss out NaNs. But on v6 and below, these coerce to 0
and would end up setting the property to 0.
Explicitly check for undefined/null and bail out. Fixes#380.
Also adjust the _visible setter, since this actually coerces to a
number (because of its legacy from SWFv4). For example,
_visible = "" should have no effect.
If a property is not set on the object passed to Color.setTransform,
then that channel is left unmodified. This fixes invisible objects
in some games (fixes#369, addresses #380).
Also improve handling of wrapping/invalid values to better match the
behavior in the Flash Player (some work pending on #193).
When a movie clip or button is used as a mask, the masking will be
disabled if that object has no children; the maskee will be
completely visible. An empty movie clip inside an empty movie clip
successfully masks.
An EditText can also not be used as a masker (although it can be
wrapped inside a movie clip, and then the text successfully masks).
Add a `TDisplayObject::allow_mask` trait method that will
return whether the object can be used as a mask.
This fixes characters not being visible in Dad 'n' Me.