Speed 4793

adds speed on states!

currently just to animation states 👇
<img width="1121" alt="image" src="https://user-images.githubusercontent.com/1216025/217915050-0bea976f-88b1-4aef-aeb0-bed6f36cc577.png">

I've called this 'AdvanceableState', which we could make blendstates/etc inherit from to give em the powers... not sure if there's a better name people can come up with here... also not sure if that empty lookin' class is the right way to do it, so i'd love feedback on that (and if there's a different example somewhere that would be super helpful to see as well)

also fixed up the generator scripts for dart 3, at least the dart ones, the cpp ones were beyond my patience, gotta dart 2.12 for those...

also fixed an issue where we were checking speed against playing backwards, not speed and direction!

@alxgibsn going to bug you for some styling input

works in both editor and viewer!

going to look about adding a test.. or two....

https://user-images.githubusercontent.com/1216025/217915843-6126d3cf-bf19-4a9d-9a95-adb3a498e75d.mov

https://user-images.githubusercontent.com/1216025/217915852-252d4f78-280e-4a63-838c-39d6b27e3e31.mov

Diffs=
ffeb9afaf Speed 4793 (#4806)
15 files changed
tree: cbdfd8df857c03839edfb9381ec8b97b6bf86669
  1. .github/
  2. .vscode/
  3. build/
  4. dependencies/
  5. dev/
  6. include/
  7. rivinfo/
  8. skia/
  9. src/
  10. tess/
  11. test/
  12. utils/
  13. viewer/
  14. .dockerignore
  15. .gitignore
  16. .lua-format
  17. .rive_head
  18. build.sh
  19. Dockerfile
  20. Doxyfile
  21. LICENSE
  22. README.md
README.md

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rive-cpp

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"
    }
]