Both implementations currently use `screen_position_to_index`, which
is inaccurate, and that's why these methods still produce a stub warning.
However, this implementation makes some games work, is a lot better than
a perfect implementation which would require a lot of work and time,
and infinitely better than no implementation at all.
Before this patch, it was possible that some objects did not have a
debug rect despite existing on the stage and interacting with the user.
That was the case for instance for buttons with hit bounds and no up state.
This patch ensures that debug rect is at least as big as highlight bounds,
which are used to highlight focused objects on the stage.
FP recognizes modifiers for numpad keys, but ignores them for non-numpad
keys, so that pressing Shift+3 produces key codes for Shift and Key3,
but pressing Shift+Numpad7 produces keycodes for Shift and Home.
The output.txt of this test was invalid,
because it skipped a carriage return after one of the lines.
This has of course something to do with the whole CR/LF/CRLF newline
madness, as the trailing CR formed a CRLF with the "real" newline
character LF, and (I suspect) git replaced it with LF ignoring
CR completely, which badly influenced the current implementation.
This test will be replaced with a proper test when
the implementation is fixed.
After some past refactors, it's true now that during layout there's
at least one text span, which is ensured by the span normalization.
This refactor simplifies code.
This refactor adds positions to all layout boxes, not only texts.
Positions for bullets and drawings are used only for obtaining
information about their location relative to other layout boxes,
so that searching and other various operations on boxes are easier.
Parsing and loading the definitions from an DoAbc/DoAbc2 tag
is visible to ActionScript - any definitions will become accessible,
and the script initializer will be run when accessing any of those
definitions.
We now delay the actual parsing/loading traits from DoAbc2 tags.
This is run before we process any SymbolClass tags, and only runs
the first time that we execute a frame.
This also fixes an issue where we would incorrectly produce a
`VerifyError` during preloading when trying to load a superclass
for a `Class` for a tag in a future frame. That frame might require
other class definitions to be populated first (e.g. by a `Loader`
in the first frame).
Several form loader encoding tests have been added. They test whether
the form loader uses the correct encoding to decode text files with
different SWF versions and settings.
One test has been marked as known failure as it tests how Flash decodes
invalid UTF-8 characters (when decoding as UTF-8), which is not yet
implemented in Ruffle.
The form loader now loads files using Windows-1252 if the SWF version is
smaller than 6. This roughly matches Flash's behaviour (Flash uses
Windows-1252 on Windows, on macOS a slightly different custom encoding
is used).
Previously, UTF-8 has been (wrongly) used for all SWF files if
System#useCodepage hasn't been set to true, leading to incorrectly
displayed characters.
If System#useCodepage has been set to true, the form loader now uses the
encoding specified in the HTTP response content type field, if existing,
to decode remote text files. chardetng is now (only) used if the HTTP
response doesn't specify any encoding or if the file is local.
Flash's form loader loads text files in the local system codepage if
System#useCodepage has been set to true. Previously, Ruffle always
(wrongly) used UTF-8, leading to incorrectly displayed characters.
This has been fixed. Ruffle now supports loading files with an encoding
other than UTF-8.
As Ruffle doesn't always have access to the system codepage and as it's
not reliably the correct encoding, the crate chardetng has been added.
It's used instead of the system codepage to detect the encoding, and the
data is converted into UTF-8.