Apply NestedInput initial values

This update applies the initial values for nested inputs (as set in the Inputs panel of the Editor), so that NestedInputs behave in the same way as regular StateMachineInputs. There are a couple of reasons to do this:

1. Currently if you have a nested artboard and set the initial nested input value, it will only apply in the editor when viewing that artboard. If you nest that artboard in another artboard, the initial values do not apply. Similarly, initial nested values do not apply in the runtimes. Currently StateMachineInputs do apply initial values, so this brings NestedInputs in line with that.

2. There was a bug Hernan noticed where there in certain cases, NestedInput values that were keyed on a timeline did not apply properly in cases where the keyed value was the same as the default value. In these cases, the keyed value is ignored because it and the default values were the same. In addition, since the initial value wasn't being applied, the state wasn't being update properly based on the nested input's value.

Diffs=
6d9aa0179 Apply NestedInput initial values (#6140)

Co-authored-by: Philip Chung <philterdesign@gmail.com>
10 files changed
tree: f81895f68f4b839e03b245430f1498867f5dc086
  1. .github/
  2. .vscode/
  3. build/
  4. cg_renderer/
  5. decoders/
  6. dependencies/
  7. dev/
  8. include/
  9. rivinfo/
  10. skia/
  11. src/
  12. tess/
  13. test/
  14. utils/
  15. viewer/
  16. .dockerignore
  17. .gitignore
  18. .lua-format
  19. .rive_head
  20. build.sh
  21. Dockerfile
  22. Doxyfile
  23. LICENSE
  24. README.md
README.md

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rive-cpp

Rive hero image

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:

  • Loading Artboards and their contents from .riv files.
  • Querying LinearAnimations and StateMachines from Artboards.
  • Making changes to Artboard hierarchy (fundamentally same guts used by LinearAnimations and StateMachines) and effienclty solving those changes via Artboard::advance.
  • Abstract Renderer for submitting high level vector path commands with retained path objects to optimize and minimize path re-computation (ultimately up to the concrete rendering implementation).
  • Example concrete renderer written in C++ with Skia. Skia renderer code is in skia/renderer/src/skia_renderer.cpp.

Build System

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.

Build

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.

Building skia projects

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

Testing

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.

Code Formatting

rive-cpp uses clang-format, you can install it with brew on MacOS: brew install clang-format.

Memory Checks

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.

Disassembly Explorer

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"
    }
]