commit | c6d407a9980bd875930f1e105a8cb0f809fbe168 | [log] [tgz] |
---|---|---|
author | luigi-rosso <hello@rive.app> | Tue Feb 20 03:13:41 2024 +0000 |
committer | luigi-rosso <hello@rive.app> | Tue Feb 20 03:13:41 2024 +0000 |
tree | 19ec4db4a6ac7406befa42fceba735776ef50229 | |
parent | a040296117c5dbdfce2819c30e2f39b8b5327d6c [diff] |
Unity compute bounds This is something that the Pocketwatch team requested but I found myself needing it when doing a Unity test this weekend. It adds the ability to dynamically retrieve the dimensions of any Shape from C++. In Unity, it uses a similar API to GameKit where it exposes elements of the Artboard as "Components" and then you can call different methods that will only function on certain types but it hides needing to expose all different kinds of types to the end user. I also added the ability to change a run's value so I could check that the shape was resizing properly from Unity. @HayesGordon we really should land your text run api too, but we should modify it to use the same component logic (might require changing from the base TransformComponent to just Component in the C++ plugin code). The Unity Artboard Components are wrapped and track the owning Artboard. This is to make sure that if the C# code releases all references of Artboard while someone is still holding a Component, Artboard will still be available at the C++ level (so you can't accidentally create a race condition that causes a crash in native). I didn't need to do this for the Text Runs as I just have a set api that doesn't store the TextValueRun reference in Unity yet. Diffs= 5cb42a9b0 Unity compute bounds (#6649) Co-authored-by: Luigi Rosso <luigi-rosso@users.noreply.github.com>
Rive C++ is a runtime library for Rive, a real-time interactive design and animation tool.
The C++ runtime for Rive provides these runtime features:
We use premake5. The Rive dev team primarily works on MacOS. There is some work done by the community to also support Windows and Linux. PRs welcomed for specific platforms you wish to support! We encourage you to use premake as it's highly extensible and configurable for a variety of platforms.
In the rive-cpp
directory, run build.sh
to debug build and build.sh release
for a release build.
If you've put the premake5
executable in the rive-cpp/build
folder, you can run it with PATH=.:$PATH ./build.sh
Rive makes use of clang vector builtins, which are, as of 2022, still a work in progress. Please use clang and ensure you have the latest version.
cd skia/dependencies ./make_skia.sh // this will invoke get_skia.sh
To build viewer (plus you'll needed CMake installed)
./make_viewer_dependencies.sh
Uses the Catch2 testing framework.
cd dev ./test.sh
In the dev
directory, run test.sh
to compile and execute the tests.
(if you've installed premake5
in rive-cpp/build
, you can run it with PATH=../../build:$PATH ./test.sh
)
The tests live in rive/test
. To add new tests, create a new xxx_test.cpp
file here. The test harness will automatically pick up the new file.
There's a VSCode command provided to run tests
from the Tasks: Run Task command palette.
rive-cpp uses clang-format, you can install it with brew on MacOS: brew install clang-format
.
Note that if you‘re on MacOS you’ll want to install valgrind, which is somewhat complicated these days. This is the easiest solution (please PR a better one when it becomes available).
brew tap LouisBrunner/valgrind brew install --HEAD LouisBrunner/valgrind/valgrind
You can now run the all the tests through valgrind by running test.sh memory
.
If you want to examine the generated assembly code per cpp file, install Disassembly Explorer in VSCode.
A disassemble
task is provided to compile and preview the generated assembly. You can reach it via the Tasks: Run Task command palette or you can bind it to a shortcut by editing your VSCode keybindings.json:
[ { "key": "cmd+d", "command": "workbench.action.tasks.runTask", "args": "disassemble" } ]