| commit | 2e513d2dd0a785299f1aae1cf65fc85cae7dc6b1 | [log] [tgz] |
|---|---|---|
| author | philter <hello@rive.app> | Mon Jul 29 17:11:54 2024 +0000 |
| committer | philter <hello@rive.app> | Mon Jul 29 17:11:54 2024 +0000 |
| tree | a48b97a22888d0d873e2104471df7f5d63f8a1a8 | |
| parent | 7b2347c9df351c17c0f8e4e29f9bb26f0d7112c5 [diff] |
Improve layout animation This adds an improvement to layout animation. When updating layout bounds (for example when a parent layout resizes), we were initially setting elapsedSeconds to 0. This restarts the animation, however in cases when the layout bounds is constantly updating (see attached videos), the animation would never progress until the layout bounds stopped updating. An alternative was to not reset elapsedSeconds which was also tested, but in that case the result was odd visual issues like snapping to the new layout bounds (in cases where elapsedSeconds was close to the animation duration). An interim solution (until we find a better one) is to only reset elapsedSeconds to 0 if it is greater than some arbitrary time, thus the animation will continue to progress relatively smoothly. Here are the scenarios. This PR implements the 3rd option. **Always set elapsedSeconds to 0 when updating layout bounds** https://github.com/user-attachments/assets/d430edba-37f4-408d-843f-9f67abfb101d **Never set elapsedSeconds to 0 when updating layout bounds** https://github.com/user-attachments/assets/a8abae5b-647a-437e-9c0f-09d681d6716e **Set elapsedSeconds to 0 after some time has elapsed** https://github.com/user-attachments/assets/3d63cb14-2977-4ea5-b38d-3fcca1f1a666 Diffs= 4732c37b5 Improve layout animation (#7712) Co-authored-by: Philip Chung <philterdesign@gmail.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"
}
]