blob: 05d0e5efe419d3b61312425531e5d049d1538aa0 [file] [log] [blame]
#include <rive/file.hpp>
#include <rive/node.hpp>
#include <rive/shapes/rectangle.hpp>
#include <rive/shapes/shape.hpp>
#include "no_op_renderer.hpp"
#include "rive_file_reader.hpp"
#include <catch.hpp>
#include <cstdio>
TEST_CASE("file can be read", "[file]") {
auto file = ReadRiveFile("../../test/assets/two_artboards.riv");
// Default artboard should be named Two.
REQUIRE(file->artboard()->name() == "Two");
// There should be a second artboard named One.
REQUIRE(file->artboard("One") != nullptr);
}
TEST_CASE("file with animation can be read", "[file]") {
auto file = ReadRiveFile("../../test/assets/juice.riv");
auto artboard = file->artboard();
REQUIRE(artboard->name() == "New Artboard");
auto shin = artboard->find("shin_right");
REQUIRE(shin != nullptr);
REQUIRE(shin->is<rive::Node>());
auto shinNode = shin->as<rive::Node>();
REQUIRE(shinNode->parent() != nullptr);
REQUIRE(shinNode->parent()->name() == "leg_right");
REQUIRE(shinNode->parent()->parent() != nullptr);
REQUIRE(shinNode->parent()->parent()->name() == "root");
REQUIRE(shinNode->parent()->parent() != nullptr);
REQUIRE(shinNode->parent()->parent()->parent() != nullptr);
REQUIRE(shinNode->parent()->parent()->parent() == artboard);
auto walkAnimation = artboard->animation("walk");
REQUIRE(walkAnimation != nullptr);
REQUIRE(walkAnimation->numKeyedObjects() == 22);
}
TEST_CASE("artboards can be counted and accessed via index or name", "[file]") {
auto file = ReadRiveFile("../../test/assets/dependency_test.riv");
// The artboards caqn be counted
REQUIRE(file->artboardCount() == 1);
// Artboards can be access by index
REQUIRE(file->artboard(0) != nullptr);
// Artboards can be accessed by name
REQUIRE(file->artboard("Blue") != nullptr);
}
TEST_CASE("dependencies are as expected", "[file]") {
// ┌────┐
// │Blue│
// └────┘
// │ ┌───┐
// └▶│ A │
// └───┘
// │ ┌───┐
// └▶│ B │
// └───┘
// │ ┌───┐
// ├▶│ C │
// │ └───┘
// │ ┌─────────┐
// └▶│Rectangle│
// └─────────┘
// │ ┌──────────────┐
// └▶│Rectangle Path│
// └──────────────┘
auto file = ReadRiveFile("../../test/assets/dependency_test.riv");
auto artboard = file->artboard();
REQUIRE(artboard->name() == "Blue");
auto nodeA = artboard->find<rive::Node>("A");
auto nodeB = artboard->find<rive::Node>("B");
auto nodeC = artboard->find<rive::Node>("C");
auto shape = artboard->find<rive::Shape>("Rectangle");
auto path = artboard->find<rive::Path>("Rectangle Path");
REQUIRE(nodeA != nullptr);
REQUIRE(nodeB != nullptr);
REQUIRE(nodeC != nullptr);
REQUIRE(shape != nullptr);
REQUIRE(path != nullptr);
REQUIRE(nodeA->parent() == artboard);
REQUIRE(nodeB->parent() == nodeA);
REQUIRE(nodeC->parent() == nodeB);
REQUIRE(shape->parent() == nodeB);
REQUIRE(path->parent() == shape);
REQUIRE(nodeB->dependents().size() == 2);
REQUIRE(artboard->graphOrder() == 0);
REQUIRE(nodeA->graphOrder() > artboard->graphOrder());
REQUIRE(nodeB->graphOrder() > nodeA->graphOrder());
REQUIRE(nodeC->graphOrder() > nodeB->graphOrder());
REQUIRE(shape->graphOrder() > nodeB->graphOrder());
REQUIRE(path->graphOrder() > shape->graphOrder());
artboard->advance(0.0f);
auto world = shape->worldTransform();
REQUIRE(world[4] == 39.203125f);
REQUIRE(world[5] == 29.535156f);
}
TEST_CASE("long name in object is parsed correctly", "[file]") {
auto file = ReadRiveFile("../../test/assets/long_name.riv");
auto artboard = file->artboard();
// Expect all object in file to be loaded, in this case 7
REQUIRE(artboard->objects().size() == 7);
}
// TODO:
// ShapePaint (fill/stroke) needs to be implemented in WASM (jsFill/jsStroke) in
// order to create Paint objects as necessary.
// Mutators need to be implemented in WASM (solid/linear/radial) and get access
// to their ShapePaint so they can mutate any extra objects they create on it
// (like a paint object for skia).
// Paths need to be implemented in WASM but not so much as a core path (like
// parametric/pointspath, etc) but more as a general rendering path. Handed
// their commands so they can generate/store a re-usable path. This would be a
// Path2D in context2D and a SkPath in CanvasKit.
// PathComposer is the factory for the Paths. But they do need to surive so they
// can be reset/reused as available by the rendering lib.
// PathComposer needs to be implemented in WASM to compose the paths together
// and be accessible from the Shape (jsShape) which will need a call
// setupFill/restoreFill and setupStroke/restoreStroke.
// Draw will be called by C++ on the Shape, the Shape will call draw on the
// fill/stroke (propagates to jsFill/jsStroke)