Turns out the Vector to_string function that I added (#15562) was just duplicating what the
default implementation did. The Namespace one was just plain wrong.
Fixes#15474
Turns out that the comment from `set_root_movie` was right all along!
`set_root_movie` should not be used when replacing the root movie,
because it will leave out unclosed resources.
This patch introduces `replace_root_movie`, which is dedicated to be
used when replacing (instead of just setting) the root movie.
The best solution would be to use RAII, e.g. destroy and recreate
the whole Player instance, but this patch is a first step towards
proper resource control.
Currently when clicking in a textbox, the cursor will only be placed
correctly if you click exactly on top of a letter. The basic purpose of
this commit is to make it so that clicking in the surrounding margin
will put the cursor in the closest available position, as in Flash Player.
The logic is a bit complex because a single row of text can contain
multiple layout boxes, each with a different Y offset (but all with the
same Y extent). To be accurate, we need to treat each layout box in the
row "as if" it had the same Y offset that the tallest box in its row has.
This commit also contains a fix for an issue where lower_from_text_spans
was passing the wrong text strings and indexes to fixup_line for
newlines, which needed to be fixed in order to be able to click to place
the cursor in an empty row that was created by newlines.
This has several advantages:
1. it allows using async variants of send and recv,
2. it adds consistency as until now Receiver was async,
and Sender was not.
We hit a pathological case in House
(https://github.com/ruffle-rs/ruffle/issues/15154),
where eagerly decoding bitmaps during preloading results in
over 10GB of ram being used.
With this PR, we store the compressed bitmap, and only decode it
each time we instantiate it. In order to support bitmap fills,
we store the decoded width/height and a lazily-initialized GPU handle
in `Character::Bitmap`