The desktop version of Ruffle now has a volume controls window. It can
be accessed through the menu bar (Controls > Volume controls).
It contains a mute button and a slider from 0 to 100.
The volume settings set in the GUI are saved in a new VolumeControls
struct, which is also used to calculate the real volume (adapted for
logarithmic hearing) out of the entered volume and the mute checkbox.
As soon as the volume is changed in the GUI, the real volume will be set
in the player (if the player exists).
The player doesn't set its volume level according to the PlayerOptions
after its creation anymore. Instead, RuffleGui::on_player_created now
gets the player and sets its volume to the real volume set in the GUI.
The volume in the GUI itself defaults to the PlayerOptions value.
This also fixes the issue that the PlayerOptions volume has previously
not been adapted for logarithmic hearing.
The existing ftl files have been adapted (and new ones have been
created) to include the new multilingual text in the menu bar and the
volume controls window.
Some SWFS (in particular, anything using Unity) call
avmplus.describeTypeJSON, and rely on the behavior of the various
flags.
This PR changes our internal implementation to implement
describeTypeJSON (producing an `Object` with dynamic fields).
We then convert this to XML in `describeType`, using an implementation
inspired by avmplus.
The existing describeType tests are passing - in a follow-up PR,
I'll add tests for describeTypeJSON
Some experimentation with Pixel Bender Studio shows
that Opcode::Loop has a 23-byte payload. I haven't tried to
figure out how to interpet the payload yet, but we can now
skip over the opcode instead of bailing out entirely.
SetTarget currently sets the target clip to the base clip if the
target passed to tellTarget() is an undefined object. This causes
goto's to run on the base clip in Ruffle, when Adobe Flash Player
does not run the goto's at all.
Fixes#12389 and #12390
`Loader` override `removeChild` and `removeChildAt` to try to prevent
user code from removing the loaded content child. However, this can be
bypassed by calling `otherContainer.addChild(loader.content)`, which
actually removes the child from the loader. Stealth Hunter 2 relies
on this behavior.
To make this work, `Loader.content` needs to go through
`contentLoaderInfo`, instead of relying on a child being present.
* web: Remove most occurences of innerHTML
* web: Use helper methods for shadow template element creation
* web: Refactor createErrorFooter function
* web: Shadow template code cleanup
* web: Add helper function to add CSS rules to shadow template
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Co-authored-by: nosamu <71368227+n0samu@users.noreply.github.com>