When we receieve a nonzero 'antiAlias' parameter, we create
create a non-multisampled resolve buffer to use with WGPU.
Several tests were already requesting antialiasing, so their
output images are now anti-aliased without any changes to
the tests themselves.
If you use a `Loader` to load an SWF containing a class that shadows
an already-defined class, the class definition from the Loader SWF
will be ignoredin favor of the already-defined class. This commit
applies this log to symbol classes as well - the symbol registry for the class
should continue to point to the existing MovieClip in the parent.
This results in the child SWF instantiating the class from the parent
SWF when the child places the affected movie clip on the timeline.
This fixes a bug in Fancy Pants World 4 Part 3, where the sub-level
SWF was replacing the symbol class entry for the parent 'shipInteract'
class with the dummy clip provided in the sub-level SWF (instead
of continuing to use the correct clip from the parent SWF).
Previously, we were scaling down the source image to fit into
the smaller sourceRect, instead of cropping at the original scale.
This broke the background textures in Fancy Pants World 4 Part 2,
as the scaled-down output image resulted in a smaller rectangle
being returned from 'getColorBoundsRect'
We now crop the image by properly constructing the UV-coordinate
transformation matrix. We were also using the wrong value for the
'destPoint' y coordinate, which I fixed.
This slightly changes the image output of two tests - the new images
now more closely match the Flash output.
Calling `Hash::write_bytes` isn't guaranteed to be equivalent to a
sequence of `Hash::write_u8`.
Additionally, make sure the hash is truly prefix-free by hashing the
length first.
This was a leftover from before we started usiung vec4 everywhere
for compatibility with AGAL. There are a few specific opcodes that
don't need extension, but it doesn't depend on the destination
register.
In the process, I fixed a bug where we were clearing the depth
and stencil buffers with the incorrect value.
This makes Fancy Pants World 4 Part 1 playable to completion
(though there are still some rendering issues that need
to be fixed).
This factors out the early-resolution logic I added in `op_coerce`,
making it useable during paramter resolution as well. This lets
a static initializer reference the containing class in parameter
types, even though the ClassObject hasn't yet been initialized.
We were missing the initial 'set_skip_next_enter_frame(true)'
call, and we weren't properly clearing it in `enter_frame`.
Loaders appear to have the same behavior as MovieClips.
This makes us correctly run the first framescript for the loaded
SWF.
Despite not being MovieClips, Loader instances appear to get
the same kind of orphan handling - you can instantiate a
Loader and call 'Loader.load' without ever adding it
to a parent, and the loader will still run.
I've changed the movie code to work with a new `DisplayObjectWeak`
enum. Currently, this just supports `MovieClip` and `Loader`,
but it can easily be extended if we ever need other weak display
objects.
This also fixes a bug where we were adding the loaded MovieClip
as a child of the Loader slightly too early.
This includes the 'GetDescendants' opcode, which is used by the
the 'xml..elementName' syntax. The 'XMLList.toXMLString()
impl makes it much easier to write tests for this.
We only support values that are neither XML nor XMLList,
since we can't yet properly stringify those.
Attempting to modify an existing attribute throws an error.
* Bump bitflags to 2.0.0
* Sprinkle Clone, Copy, Eq, PartialEq, and Debug derives where needed
* Call `bits` on bitflags, as it is now a method
* Switch from `from_bits_truncate` to `from_bits_retain` on bitflags where needed
* Bump h263-rs for the bitflags 2.0.0 dependency
As part of porting to bitflags 2.0.0, see:
https://kodraus.github.io/rust/2022/10/07/bitflags2.html#upgrading-to-2x
The XML call handler is implemented as 'new XML(arg)',
so we get all of the related string coercions for free.
Our various native tables are starting to get somewhat wasteful -
if we add any more, we might want to consider a more compact
representation.
When we skip running a frame for a MovieCilp, we skip all
of its children as well. However, this skip 'counts' as
a skip for any children that already wanted to skip their next
frame. For example, say we create three objects in ActionScript,
and arrange them like 'obj1 -> obj2 -> obj3'.
The first 'obj1.enter_frame' call will not run a new frame
for any of the objects, but next time, 'obj1.enter_frame'
will run a new frame for all of the objects.
This fixes jacksmith, which was missing a frame1-framescript
due to 'enter_frame' getting incorrectly run for a deeply
nested child.
If you call 'BitmapData.dispose()', any Bitmap objects using it will
continue to report the original 'width' and 'height' values to
ActionScript. The values only refresh if you explicitly do
'Bitmap.bitmapData = bitmapDataObject' (including with the same
object).
Fancy Pants Adventure World 4 relies on this - it calls
BitmapData.dispose(), and then uses the width and height from
a previously-constructed Bitmap object.
When a DisplayObject is removed from its parent by a RemoveTag, it still runs its framescript for the current frame (but with 'this.parent == null'). It then stops executing entirely, unlike ActionScript-removed orphans, which continue to execute indefinitely.
Additionally, objects created by ActionScript during a frame skip their next 'enterFrame' logic (but still receive an enterFrame event). This results in the currentFrame lagging one frame behind objects that were placed by the timeline during the same frame.
The combination of these two changes lets us greatly simplify frame lifecycle handling for orphan movies. Most of the orphan stages were unencessary, and the remaining ones run in the same phase as the normal Stage-descendant objects.
The stage alignment settings viewport_scale_factor should *not* be
applied to `Stage.transform.matrix`, which is only ever changed
as a result of explicit modification from ActionScript. Instead,
alignment and scaling are performed a separate step, which is
transparent to ActionScript.
I've implemented this through a new `viewport_matrix` field,
which is used during stage rendering and mouse coordinate
transformation.
This makes Stage3D instances properly scale - previously, they
would render unscaled. The linux standalone Flash Player doesn't
seem to use HiDPI mode, so I didn't realize that this was a bug
until now.
In the process of implementing this, I discovered and fixed a bug
with how we handle changing the viewport size under winit.
Calling `self.window.set_inner_size` does not immediately take
effect (at least on X11) - calling `self.window.inner_size()`
will report the old size until the next resize event.
Since build our Stage matrices from `self.window.inner_size()`
(and start running the SWF) immediately after `RuffleEvent::OnMetadata`,
we would run a few SWF frames with an incorrect viewport size. This
is visible to SWFs that have the scale mode set to "noScale", and
could break SWFs that expect the initial viewport size to be
the movie size. I've fixed this by delaying SWF execution until
we get a Resize event (if `self.window.inner_size()` does not
immediately report the size we set).
When an XML object has simple content, you can call non-XML
methods directly on it - it will internally be stringified,
and the method will be called on the resulting string.
This lets `new XML("<p>Some content</p>".split(' ')` work.
Similarly, an XMLList object with a single XML child will
forward non-XML method calls to that object.
This PR implements this logic (based heavily on avmplus)
I've also renamed these methods to 'avm1_unload' and
'avm1_removed', to make it clear that they don't
apply to AVM2.
This was causing us to incorrectly skip mouse picks,
and remove masks.
I think this might have been broken by
https://github.com/ruffle-rs/ruffle/pull/9506, but we didn't have
proper test coverage.
If we execute a 'coerce' opcode for a class while it's being
initialized (which can happen by running a method from a static
initializer), we'll be unable to resolve the ClassObject using
`resolve_type`.
This is the only case where this can happen - any
superinterfaces/superclass will already be fully initialized
when we're running a class initializer. Therefore, we can
try to lookup the class from the `Domain`, and check if it
directly matches the class of the object we're coercing
(ignoring superclasses and interfaces).
This doesn't perfectly match Flash's behavior - I haven't been
able to reproduce the values produces when the DisplayObject
starts out with certain 'Matrix' values (a non-zero 'b' or 'd').
Howver, when the 'b' and 'd' matrix values are both 0, setting
'dobj.rotation = NaN' has no effect on the matrix, while
'dobj.scaleX = NaN' and 'dobj.scaleY = NaN' both treat 'NaN'
as 0 for the purposes of updating the matrix.
This fixes the tack shooter in Bloons Tower Defense 3, which
tries to set 'rotation = NaN' for spawned tacks.
This is necessary to make Steambirds get past the preloader screen.
All of the previous tests continue to pass with this change.
This commit modifies the existing test to start from within
the symbol_class constructor, instead of a frame script. In
this situation, a freshly-created orphan with a framescript will
run directly after the constructor returns, *before* an enterFrame
handler for the same orphan. I've verified that this modified test
fails without my change.
It's possible to call 'start()' on a timer
that has currentCount >= repeatCount. This will
cause the timer to tick exactly once, and then stop agian.
We were incorrectly reporting 'timer.running' in such a scenario:
'running' should be reported as 'true' up until just before the
'TimerEvent.TIMER_COMPLETE' is fired.
This fixes gaining money from bloon popping / level completion
in BTD5.
Previously, the Vector$ classes were only exported in the internal 'AS3.vec' namespace, which is used by older ActionScript code. However, newer ActionScript code can also access these classes through the public 'AS3.vec' namespace, via 'getDefintionByName'.
We now export these classes in both namespaces. In the public 'AS3.vec' namespace, they are exported like 'Vector.' instead of 'Vector$uint'
We still want to propagate these hits to the parent, which may
be able to handle them. My existing tests missed this case,
since all of the parent objects had content which was
behind the child content. When the only clickable content
comes from a child with 'mouseEnabled=false', we should
still fire an event targeting the parent (when applicable
based on the parent's flags).
This fixes dragging on the background (without any scenery present)
in Steambirds.
When a MovieClip is an 'orphan' (it has no parent),
it still has frames run (including frame scripts). Some SWFS
like SteamBirds and 'This is the Only Level TOO' rely on this behavior,
so we need to implement it.
The overall idea is straightforward - we keep a global list of
orphan movies, which we add to whenever we unset the parent for a movie.
This list stores weak references for consistency with Flash.
When we run a frame, we process entries in the root movie list,
in addition to the normal recursive processing from the `Stage`.
However, exactly matching Flash's output turned out to be quite tricky.
The particular sequence of calls I make in `run_all_phases_avm2` makes Ruffle
pass two complicated test cases, but there could still be lurking bugs.
This is enough to get SteamBirds to the first level (which doesn't
render due to a different error).
We were previously performing a redundant 'self.hit_test_shape'
call in 'avm2_mouse_pick'. All of the logic in that function
is handled in `avm2_mouse_pick.` Additionally, this call happened
before we tested out children, which would result in us targeting
a parent's drawing instead of aa child.
Surprisingly, Flash allows mutliple classes in an inheritance chain
to hav a linked `class_symbol`. When we instantiate a `DisplayObject`,
we need to stop at the first such `class_symbol` we find. This means
that any fields set from named children will *only* be set in the
first class we find, not in any of the parent classes (as their
corresponding library symbol will not be instantiated).
Previously, we would continue looping even after we found a
`class_symbol`, resulting in the furthest ancestor *winning*
the `set_object2` call.