The mouse picking behavior in AVM2 interacts in complicated
ways with `mouseEnabled` and `mouseChildren.` It's sufficiently
different from AVM1 that I decided to split the logic into separate
`mouse_pick_avm1` and `mouse_pick_avm2` methods.
The `mouseChildren` property is now fully implemented.
Additionally, the `click_block` tests now work correctly
under Ruffle.
Combined with the orphan-movie PR, this is enough to make
SteamBirds fully playable (though performance greatly degrades
over a course of a level).
Since `initial_data` was removed from `Character::Bitmap` in #9143,
it now holds a single field. Move back to an unnamed field, which
aligns with the other `Character` enum variants.
The prior version of this code used a hardcoded copy of the script. Not only is this an outdated version of the code, this also caused us to fail our addons.mozilla.org audit.
These getters were previously calling `local_to_global`
with the unused localX/localY coordinate set to 0. Howver,
`local_to_global` does a matrix multiplication, which in general
will depend on both the x and y values. This was causing the getters
to return incorrect results when any of the `transform.matrix` values
included a non-diagonal matrix.
We now call `local_to_transform` with the real `localX` and `localY`
values.
The Newgrounds API checks `Security.sandboxType` to see if it should
run in debug mode or not (which determines whether or not medals
can actually be unlocked).
For now, desktop continues to use `localTrusted` as the default,
while web now uses `remote`. We might want to make this configurable
at some point, but this should be good enough for now (and better
match Flash's behavior).
Flash supports calling `Sound.play`, `SoundChannel.stop`, and
`SoundChannel.soundTransform` while a sound load is in progress
(e.g. immediately after calling `Sound.load`).
To support this, we queue up information inside `SoundObject`
and `SoundChannelObject` when a load is in progress. When a load
completes, we trigger any queued `Sound.play` and `SoundChannel.stop`
calls, and apply the most recent `SoundChannel.soundTransform`
If we're going to overwrite the CPU pixels with the result of a
GPU operation, make sure the GPU texture is up to date with the
latest CPU pixels. I've also renamed the method to
`overwrite_cpu_pixels_from_gpu` to better reflect how it should
be used.