Change `ActionGetTime` (`getTimer`) to use a new backend method.
This allows it to return updated times if it is called multiple
times in a single frame. This fixes hangs caused by games that use
busy-loop "frame limiter" code.
`PropertyMap` wraps over `IndexMap` to handle object properties in
AVM1. All insert/remove/get methods require and `swf_version`
parameter, and the `PropertyMap` will take care of handling case
senstivity and maintaing iteration order based on the SWF version.
First implementation of Button object. Hook up to the button
display object and run onRelease etc. methods as appropriate.
Pull out common display object methods into globals::display_object.
This conversion allows negative octal values, but not negative
hex values, and ignores only leading ASCII whitespace. A test
for this behavior is included.
Specifically fall back to the device font when the UseOutlines
flag is not set in DefineEditText (SWF19 p.172). Fixes#451.
Note that since we only use a single font for "device" rendering,
this may sometimes be a different font than is specified in the
Flash IDE.
It doesn't feel like Flash without having the hand cursor display
when hovering over buttons. First pass at implementing this;
core communicates which mouse cursor to use via
`InputBackend::set_mouse_cursor`.
TODO: Hand cursor only displayed for Button display objects
currently. Movie clips should also display this when they are in
"button mode" (when a button mouse event is set on them in AVM1,
or `buttonMode` property in AVM2).
Implements MovieClip.getBounds, and also reorganized the
DisplayObject AABB methods:
* `self_bounds` calculates the inherent untransfomed bounds of
the object without children. All `DisplayObject`s must implement
this method. For example, `Bitmap` returns the size of bitmap.
Composite objects like `MovieClip` return a null AABB because they
are made up of only children.
* `bounds` calculates the untransformed bounds including children.
* `local_bounds` calculates the bounds relative to the object's
parent.
* `world_bounds` calculates the bounds in global stage space.
* `bounds_with_transform` calculates a tight AABB for the object
with a given transform, and is used to implement the above.
Try to keep style more consistent by using functions for all MC
methods. Previous was a mix of closures and functions (we're still
a little bad with this elsewhere)
This is caused by the fact that `avm.root_object` references the *current* stack frame, not the one we are about to introduce. Ergo, we need to pull the base clip of the *new* stack frame and find it's root.
This particular behavior only crops up in situations where there can be multiple root objects, at least until we implement `_lockroot`.