after timer events in the flash player.
What was happening was that a KEY_UP event was coming in so long after the
initial KEY_DOWN, that this code would think that the key was being held down
even when not.
So instead we wait until we actually see a 2nd KEY_DOWN event, at which point
we may need to dispatch that event right away, or we may need to wait a bit
if the limitRate is higher than the elapsed time between the two events.
Now also there is a Timer for each key being held down.
To top it all off, if you hold a key and then lose focus then this will
continue to fire, so it's going to need yet more complication to fix that.
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key repeats, or set the repeat rate to any desired value.
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itself issues a security warning. This is the value to check to SEE if
a security exception would be thrown. So things worked, but now that I'm
testing security locally I cannot tolerate 10,000 warnings about security
filling my trace log, obliterating any other debug logging.
Hack it: just remember if we're loading an image and check that value later.
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the maximum size and the actual SWF frame size in each dimensions.
This may break some avatars that were smaller than full size but
drawing a little outside their bounds to the right or bottom. Probably
nobody was actually depending on this bug..
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Maybe more math idioms will end up in here as well?
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I was hoping to have our nice transparent-pixels-don't-count hitting
for every media container, including any game icon decoration over
an avatar's head, but after moving this I remembered that it may
be pointless, as it *never matters*- flash simply doesn't use this
method to test mouse-overness. So it may be moot, unless we do mouse-over
polling like we do in the RoomView, which is too expensive to do everywhere..
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thought it would be fun for everyone to guess.
- Added a static method to track TextFields and ensure that only
one of those tracked ever has a selection.
- On linux, automatically put selected text (in one of these tracked
TextFields) into the clipboard. Untested: it at least doesn't work with
the standalone player.
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between an MsoySprite that does not have any WhirledControl subclass in it
and those that do, but are just not yet fully loaded.
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using a rapidly-expiring Timer. Cleaned up some other bits.
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that there are util methods for creating nice textfields, and then
generic animation classes for floating anything. This can then become
a convenience class that marries the two.
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