Add an AudioManager struct to handle this list of actively playing
sounds. This will maintain information for each sound instance,
such as the owning display object, AVM1 object, etc.
This will allow us to implement the awkward AVM1 Sound API in a
fairly backend-agnostic way.
Player::background_color is now an Option. SetBackgroundColor will
change the background color of the player only when this is None,
i.e. only if no background color has yet been set.
This matches the behavior of the offical Flash Player, for example,
if a parent SWF is missing a SetBackgroundColor tag and loads a
child SWF, the child SWF's SetBackgroundColor tag takes effect.
This is anticipating adding a `bgcolor` option to the web builds,
allowing the HTML embed to override the bgcolor.
This event fires for new clips before any construct clip events.
Split the action queue up into separate priorities, giving
initialize the highest priority.
If a masker is placed inside a masker, the inner mask is inactive
and instead renders as normal art, masked by the outer mask. Properly
handle this case by only pushing new masks if we are not currently
drawing the mask stencil.
Maskee inside maskee still functions as expected. (i.e., a clip
using a mask is masked itself).
This is the same way that AVM1 actions run and it appears that frame scripts work exactly the same way. It fixes all outstanding bugs with movie clip navigation in AVM2 and allows me to remove a lot of weird workarounds I was writing for the old, incorrect behavior.
I'm also removing the "last run script frame" rule as `run_frame_internal` already had rules to prevent stopped clips from rerunning actions.
Notably, all of the `Avm1` "run stack frame" functions can no longer take a self parameter as the update context they will be getting also has that same parameter. Ergo, they're associated functions that get the moral equivalent of self from the update context.
This also introduces a new `Activation::from_stub` which creates a stub frame that runs everything on the main movie in layer 0. This significantly reduces boilerplate code elsewhere in the project.
The process of constructing an `Activation` now involves calling `UpdateContext.reborrow`, which "sheds" a lifetime by copying all of the borrows into a new "owned" context with that lifetime.
Likewise, to call out to functions that don't need an `Activation`, just borrow the context out of the current activation. You can also construct child-frame activations by reborrowing the parent activation's context.
On the desktop player, shared objects will now be flushed on quit.
Attempting to retrieve an existing shared object will now return a
reference to the existing one.
Revert to the old action queue method of popping off actions in a
loop, as new actions can be queued while iterating. Store proto
changes in a separate queue to maintain the high priority behavior.
`_root` is calculated dynamically based on the clip the currently executing function was called in.
Other things that used `context.root` have been changed to either update all layers or just update layer 0, which is the former `context.root`.
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.
Functions now store their base clip (the code that contains the
executing bytecode). This is because `GotoFrame` and other actions
will execute on the clip the bytecode exists on, not on `this`.
(Note that `this.gotoAndStop` uses `GetMember` actions, which
worked correctly).
`Activation` now stores `target_clip`, and `Avm1::target_clip` and
`target_clip_or_root` grab this from the current stack frame.
Renamed `start_clip` to `base_clip` to match Flash conventions.
Removed `active_clip` as this was superfluous. Now you can use
`Avm1::target_clip_or_root`.
`UpdateContext` no longer contains `target_clip` etc.
This is a very rough stub out of Stage.width and height to get
basic V-cams to start functioning.
TODO: Implement the different stage scaling modes. We will probably
want to add a "Stage" display object to handle this.
Fire unload clip event when a movie clip is removed. Added
`ActionType` enum used by `ActionQueue::queue_actions` that
determines the type of action that is running (replaces `is_init`
parameter).
Add DisplayObject::slash_path to get the Flash 4-style slash path
to the clip. This fixes the tellTarget regression test and removes
the superfluous `target_path` from `UpdateContext`.
DisplayObject code no longer has to manage
UpdateContext::active_clip before calling out to children, because
each child still has access to its Gc pointer.
This pushes an extra `undefined` onto the stack to fix underflow in AS2 interface declarations.
It is currently unknown if this is a miscompilation or if some other value is supposed to be there.
# Conflicts:
# core/src/avm1.rs
# core/src/avm1/object.rs