Commit Graph

144 Commits

Author SHA1 Message Date
CUB3D 48bef91917 core: Remove clear_clipboard, format and fix tests 2020-06-09 22:41:11 +01:00
CUB3D 0f0f778830 core: Retain properties for System in the player 2020-06-09 22:41:11 +01:00
Nathan Adams da3e2bb0a0 core: `TObject::call` no longer requires you to resolve after calling it 2020-06-08 15:12:05 -07:00
Nathan Adams a121a3a4d0 core: `TObject::get` no longer requires you to resolve after retrieving it 2020-06-08 15:12:05 -07:00
Nathan Adams 4c1ce6d765 core: Print swf version on startup, and warn when we run into avm2 2020-05-30 02:48:54 -07:00
Mike Welsh c427d55dbb core: Clean up clip event handlers
Remove ButtonEvent and subsume it in ClipEvent. Player now tosses
ClipEvents down the display tree, cleaning up some of the event code.
2020-05-24 08:57:30 -07:00
Mike Welsh 6929cea996 core: Implement button event handlers for movie clips 2020-05-24 08:57:30 -07:00
Nathan Adams edcd1e6d65 core: Add keyboard shortcut to dump every variable (ctrl+alt+V, same as Flash Player) 2020-05-10 23:39:54 -07:00
Nathan Adams 601715aa19 render: Merge begin_frame and clear as they're always called together 2020-05-10 22:03:56 -07:00
Nathan Adams 47a44a5fe8 desktop: Prime window with known width/height of the movie 2020-05-04 16:07:38 -07:00
Nathan Adams 51d9f3ef36 core: Change Player::new to take in a SwfMovie, not &[u8] 2020-05-04 16:07:38 -07:00
Nathan Adams 84f6b4d06e core: Set init_object values after prototype but before constructor 2020-05-03 12:46:55 -07:00
Nathan Adams 0152f384ea core: Run any on(construct) events at the appropriate time 2020-05-03 12:46:55 -07:00
Mike Welsh f09bd8c079 core: Clean up tick/render loop
Don't call `render` from `Player::tick`; instead, require the
frontends to explicitly call `render` when they wish to redraw.
The frontend can query `Player::needs_render` to see if the stage
is dirty and needs a redraw. Update desktop and web to use this
new method.

This fits better with the newer winit event loop model, which
requires explicitly calling `request_redraw`, and should avoid
spurious renders.
2020-05-02 04:25:21 -07:00
Mike Welsh 8aa12d181f render: Remove RenderBackend::draw_pause_overlay 2020-04-27 04:45:53 -07:00
David Wendt f3b3db51cb Alter AVM1 to keep track of each function call's *base prototype*: the object from which a particular function was retrieved from.
A base prototype is only applicable in cases where a method is being called as a property on an object. Bare function calls, `apply`/`call` calls, and so on do not generate a base prototype.

We also add a convenience method, `call_method`, to all objects. This method automatically calculates the correct base prototype for a method call on an object, which is the only operation that should generate base prototypes.
2020-04-25 13:25:18 -04:00
Mike Welsh fd114959f9 core: Fix regressions from init order changes in #498
Revert to the old action queue method of popping off actions in a
loop, as new actions can be queued while iterating. Store proto
changes in a separate queue to maintain the high priority behavior.
2020-04-25 03:06:54 -07:00
Nathan Adams 330e6b40f0 core: post_instantiation should happen after properties are set, but before first frame or actions 2020-04-17 23:48:58 -07:00
Nathan Adams 9318290336 core: Execute init actions immediately, do not queue them up
Clip initializers can and will influence how the next clips are loaded, and must execute before that

This fixes #418
2020-04-17 23:48:58 -07:00
Nathan Adams fe6b79a9b7 chore: Make avm1 accessible to MovieClip::preload 2020-04-17 23:48:58 -07:00
Nathan Adams 601fcbfebd core: Queue up changes of movieclip prototypes, don't execute it immediately (but at a higher priority than normal actions) 2020-04-17 23:48:58 -07:00
Mike Welsh 4df1128c19
core: Implement Object.registerClass (merge #344)
Implement Object.registerClass
2020-03-25 18:55:49 -07:00
Nathan Adams d850443c84 avm1: Refactor to expose `avm, context` in `post_instantiate` 2020-02-29 23:05:15 +01:00
David Wendt ded7737ac0 `SwfMovie::from_data` is falliable and we should not hide those errors behind panics. 2020-02-26 18:15:01 -05:00
Mike Welsh 223edb9bc1 core: Matrix translation is in twips 2020-02-26 12:47:47 -08:00
Mike Welsh c4c02260fb core: Implement keyUp event 2020-02-26 03:48:07 -08:00
Mike Welsh 86ec2c6cb8 input: Add InputBackend::set_mouse_cursor. Change cursor on buttons
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).
2020-02-25 02:50:26 -08:00
Mike Welsh f163afc5b4 core: Use collect to copy level pointers 2020-02-24 02:28:27 -08:00
Mike Welsh 1b08fb538d chore: Rename layer -> level
Unify mix of 'layer' and 'level' in the code, and it's probably
better to stick with Flash nomenclature.
2020-02-23 23:41:55 -08:00
David Wendt 00f88f9e87 Use the depth to indicate which layer a particular root clip is, and then use that to calculate it's `_leveln` path. 2020-02-22 00:02:50 -05:00
David Wendt 8ef759d377 Top-level layers do not get an instance name of `_leveln`. 2020-02-22 00:02:50 -05:00
David Wendt aa6aba13dd Abolish `context.root` completely.
`_root` is calculated dynamically based on the clip the currently executing function was called in.

Other things that used `context.root` have been changed to either update all layers or just update layer 0, which is the former `context.root`.
2020-02-22 00:02:46 -05:00
David Wendt a8545ee277 Implement `onLoadInit` by pulling `LoadManager` into all clip load events. 2020-02-22 00:01:14 -05:00
David Wendt 7ff885a0de Implement `MovieClipLoader` event broadcasts for `onLoadStart`, `onLoadProgress`, `onLoadComplete`, and `onLoadError`.
Note that we do not implement `onLoadInit` yet - this requires some ability to trigger an event when another movie clip loads.
2020-02-22 00:01:14 -05:00
David Wendt d84e11ed40 Introduce a new top-level object, `LoadManager`, which is responsible for all asynchronous behavior in the program. Migrate the existing async impls to it. 2020-02-21 23:57:58 -05:00
David Wendt 2a82d21966 Change the layer list from a static array to a `BTreeMap`.
Flash allows creating layers at any 31-bit height without issue, so this should support similar limitations.
2020-02-21 23:57:57 -05:00
David Wendt 5ce499d11e Add separate libraries for each loaded movie. 2020-02-21 23:57:56 -05:00
David Wendt ed799fd2b9 Split the player up into nine layers, each of which is a separate root movie clip. 2020-02-21 23:57:55 -05:00
David Wendt 5ed5876e9a Merge SWF data and version into a single structure. Refactor everything that interacts with it to use `SwfSlice`s. 2020-02-21 23:57:53 -05:00
David Wendt 55149b7b7e Reference count the Player and provide a weak reference in UpdateContext.
This allows the formation of `'static` futures that can still interact with a player. Async code will need to upgrade the weak reference in order to be able to interact with the player.
2020-02-21 23:44:06 -05:00
David Wendt c1cf73ccb3 Add a public method to trigger a player update.
User-defined player updates are treated the same as if a stage frame had been run: queued actions are executed and garbage is collected.
2020-02-21 23:44:04 -05:00
Mike Welsh 2751b89d4e avm1: Root clip should not have a name
Previously we set the name of the root clip to `_level0`. Top-level
clips should actually have no name (`_root._name` returns `""`).

However, when constructing a dot path, `_level0` still gets inserted
by `DisplayObject::path` for the top-level, so that `trace(_root)`
still correctly prints `_level0`.

TODO: When `loadMovieNum` gets merged in, the proper level # needs
to be returned by `.DisplayObject::path`.
2020-01-27 23:35:41 -08:00
Mike Welsh 87158647d1 core: Implement keyPress button events 2019-12-24 03:06:03 -08:00
Nathan Adams eedc4bbe24 core: Added Input backend, currently unimplemented, for polling user input 2019-12-21 19:08:06 -08:00
Mike Welsh d7df15989f core: Clear drag if object is removed while dragging 2019-12-21 16:28:41 -08:00
Mike Welsh 531e4d640d avm1: Implement StartDrag/EndDrag 2019-12-21 16:28:41 -08:00
Mike Welsh d459bbe010 avm1: Functions store their base clip
Functions now store their base clip (the code that contains the
executing bytecode). This is because `GotoFrame` and other actions
will execute on the clip the bytecode exists on, not on `this`.

(Note that `this.gotoAndStop` uses `GetMember` actions, which
worked correctly).

`Activation` now stores `target_clip`, and `Avm1::target_clip` and
`target_clip_or_root` grab this from the current stack frame.

Renamed `start_clip` to `base_clip` to match Flash conventions.
Removed `active_clip` as this was superfluous. Now you can use
`Avm1::target_clip_or_root`.

`UpdateContext` no longer contains `target_clip` etc.
2019-12-19 17:30:50 -08:00
Nathan Adams 5f6eea6f25 chore: Refactor system listeners into a reusable system 2019-12-18 15:15:56 -08:00
Mike Welsh 8b9aedc4c8 avm1: Fix extra stack frame in event handlers
When running an clip event handler (e.g. onEnterFrame), a stack
frame is pushed to get the property value. However, this frame
was causing an extra Undefined to be pushed on the operand stack in
`Avm1::retire_stack_frame`, which would blow out the stack.

Now this stack frame is popped after the property is resolved and
before the function is executed. The function will push its own
stack frame when it executes.
2019-12-18 13:47:01 -08:00
Mike Welsh 3ebc1ed928 avm1: Stub out Stage properties
This is a very rough stub out of Stage.width and height to get
basic V-cams to start functioning.

TODO: Implement the different stage scaling modes. We will probably
want to add a "Stage" display object to handle this.
2019-12-17 22:28:44 -08:00