| #include "rive/animation/loop.hpp" |
| #include "rive/animation/linear_animation.hpp" |
| #include "rive/animation/linear_animation_instance.hpp" |
| |
| #include "rive/animation/animation_state.hpp" |
| #include "rive/animation/animation_state_instance.hpp" |
| #include "rive/animation/state_machine_instance.hpp" |
| #include "utils/no_op_factory.hpp" |
| #include "rive/scene.hpp" |
| #include <catch.hpp> |
| #include <cstdio> |
| |
| TEST_CASE("AnimationStateInstance advances in step with animation speed 1", "[animation]") |
| { |
| rive::NoOpFactory emptyFactory; |
| // For each of these tests, we cons up a dummy artboard/instance |
| // just to make the animations happy. |
| rive::Artboard ab(&emptyFactory); |
| auto abi = ab.instance(); |
| |
| rive::LinearAnimation* linearAnimation = new rive::LinearAnimation(); |
| // duration in seconds is 5 |
| linearAnimation->duration(10); |
| linearAnimation->fps(2); |
| linearAnimation->loopValue(static_cast<int>(rive::Loop::oneShot)); |
| |
| rive::AnimationState* animationState = new rive::AnimationState(); |
| animationState->animation(linearAnimation); |
| |
| rive::AnimationStateInstance* animationStateInstance = |
| new rive::AnimationStateInstance(animationState, abi.get()); |
| |
| // play from beginning. |
| rive::StateMachine machine; |
| rive::StateMachineInstance stateMachineInstance(&machine, abi.get()); |
| animationStateInstance->advance(2.0, &stateMachineInstance); |
| |
| REQUIRE(animationStateInstance->animationInstance()->time() == 2.0); |
| REQUIRE(animationStateInstance->animationInstance()->totalTime() == 2.0); |
| |
| delete animationStateInstance; |
| delete animationState; |
| delete linearAnimation; |
| } |
| |
| TEST_CASE("AnimationStateInstance advances twice as fast when speed is doubled", "[animation]") |
| { |
| rive::NoOpFactory emptyFactory; |
| // For each of these tests, we cons up a dummy artboard/instance |
| // just to make the animations happy. |
| rive::Artboard ab(&emptyFactory); |
| auto abi = ab.instance(); |
| |
| rive::StateMachine machine; |
| rive::StateMachineInstance stateMachineInstance(&machine, abi.get()); |
| |
| rive::LinearAnimation* linearAnimation = new rive::LinearAnimation(); |
| // duration in seconds is 5 |
| linearAnimation->duration(10); |
| linearAnimation->fps(2); |
| linearAnimation->loopValue(static_cast<int>(rive::Loop::oneShot)); |
| |
| rive::AnimationState* animationState = new rive::AnimationState(); |
| animationState->animation(linearAnimation); |
| animationState->speed(2); |
| |
| rive::AnimationStateInstance* animationStateInstance = |
| new rive::AnimationStateInstance(animationState, abi.get()); |
| |
| // play from beginning. |
| animationStateInstance->advance(2.0, &stateMachineInstance); |
| |
| REQUIRE(animationStateInstance->animationInstance()->time() == 4.0); |
| REQUIRE(animationStateInstance->animationInstance()->totalTime() == 4.0); |
| |
| delete animationStateInstance; |
| delete animationState; |
| delete linearAnimation; |
| } |
| |
| TEST_CASE("AnimationStateInstance advances half as fast when speed is halved", "[animation]") |
| { |
| rive::NoOpFactory emptyFactory; |
| // For each of these tests, we cons up a dummy artboard/instance |
| // just to make the animations happy. |
| rive::Artboard ab(&emptyFactory); |
| auto abi = ab.instance(); |
| |
| rive::LinearAnimation* linearAnimation = new rive::LinearAnimation(); |
| // duration in seconds is 5 |
| linearAnimation->duration(10); |
| linearAnimation->fps(2); |
| linearAnimation->loopValue(static_cast<int>(rive::Loop::oneShot)); |
| |
| rive::AnimationState* animationState = new rive::AnimationState(); |
| animationState->animation(linearAnimation); |
| animationState->speed(0.5); |
| |
| rive::AnimationStateInstance* animationStateInstance = |
| new rive::AnimationStateInstance(animationState, abi.get()); |
| |
| // play from beginning. |
| rive::StateMachine machine; |
| rive::StateMachineInstance stateMachineInstance(&machine, abi.get()); |
| animationStateInstance->advance(2.0, &stateMachineInstance); |
| |
| REQUIRE(animationStateInstance->animationInstance()->time() == 1.0); |
| REQUIRE(animationStateInstance->animationInstance()->totalTime() == 1.0); |
| |
| delete animationStateInstance; |
| delete animationState; |
| delete linearAnimation; |
| } |
| |
| TEST_CASE("AnimationStateInstance advances backwards when speed is negative", "[animation]") |
| { |
| rive::NoOpFactory emptyFactory; |
| // For each of these tests, we cons up a dummy artboard/instance |
| // just to make the animations happy. |
| rive::Artboard ab(&emptyFactory); |
| auto abi = ab.instance(); |
| |
| rive::LinearAnimation* linearAnimation = new rive::LinearAnimation(); |
| // duration in seconds is 5 |
| linearAnimation->duration(10); |
| linearAnimation->fps(2); |
| linearAnimation->loopValue(static_cast<int>(rive::Loop::loop)); |
| |
| rive::AnimationState* animationState = new rive::AnimationState(); |
| animationState->animation(linearAnimation); |
| animationState->speed(-1); |
| |
| rive::AnimationStateInstance* animationStateInstance = |
| new rive::AnimationStateInstance(animationState, abi.get()); |
| |
| // play from beginning. |
| rive::StateMachine machine; |
| rive::StateMachineInstance stateMachineInstance(&machine, abi.get()); |
| animationStateInstance->advance(2.0, &stateMachineInstance); |
| |
| // backwards 2 seconds from 5. |
| REQUIRE(animationStateInstance->animationInstance()->time() == 3.0); |
| REQUIRE(animationStateInstance->animationInstance()->totalTime() == 2.0); |
| |
| delete animationStateInstance; |
| delete animationState; |
| delete linearAnimation; |
| } |
| |
| TEST_CASE("AnimationStateInstance starts a positive animation at the beginning", "[animation]") |
| { |
| rive::NoOpFactory emptyFactory; |
| // For each of these tests, we cons up a dummy artboard/instance |
| // just to make the animations happy. |
| rive::Artboard ab(&emptyFactory); |
| auto abi = ab.instance(); |
| |
| rive::LinearAnimation* linearAnimation = new rive::LinearAnimation(); |
| // duration in seconds is 5 |
| linearAnimation->duration(10); |
| linearAnimation->fps(2); |
| |
| rive::AnimationState* animationState = new rive::AnimationState(); |
| animationState->animation(linearAnimation); |
| |
| rive::AnimationStateInstance* animationStateInstance = |
| new rive::AnimationStateInstance(animationState, abi.get()); |
| |
| // backwards 2 seconds from 5. |
| REQUIRE(animationStateInstance->animationInstance()->time() == 0.0); |
| |
| delete animationStateInstance; |
| delete animationState; |
| delete linearAnimation; |
| } |
| |
| TEST_CASE("AnimationStateInstance starts a negative animation at the end", "[animation]") |
| { |
| rive::NoOpFactory emptyFactory; |
| // For each of these tests, we cons up a dummy artboard/instance |
| // just to make the animations happy. |
| rive::Artboard ab(&emptyFactory); |
| auto abi = ab.instance(); |
| |
| rive::LinearAnimation* linearAnimation = new rive::LinearAnimation(); |
| // duration in seconds is 5 |
| linearAnimation->duration(10); |
| linearAnimation->fps(2); |
| linearAnimation->speed(-1); |
| |
| rive::AnimationState* animationState = new rive::AnimationState(); |
| animationState->animation(linearAnimation); |
| |
| rive::AnimationStateInstance* animationStateInstance = |
| new rive::AnimationStateInstance(animationState, abi.get()); |
| |
| // backwards 2 seconds from 5. |
| REQUIRE(animationStateInstance->animationInstance()->time() == 5.0); |
| |
| delete animationStateInstance; |
| delete animationState; |
| delete linearAnimation; |
| } |
| |
| TEST_CASE("AnimationStateInstance with negative speed starts a positive animation at the end", |
| "[animation]") |
| { |
| rive::NoOpFactory emptyFactory; |
| // For each of these tests, we cons up a dummy artboard/instance |
| // just to make the animations happy. |
| rive::Artboard ab(&emptyFactory); |
| auto abi = ab.instance(); |
| |
| rive::LinearAnimation* linearAnimation = new rive::LinearAnimation(); |
| // duration in seconds is 5 |
| linearAnimation->duration(10); |
| linearAnimation->fps(2); |
| |
| rive::AnimationState* animationState = new rive::AnimationState(); |
| animationState->speed(-1); |
| animationState->animation(linearAnimation); |
| |
| rive::AnimationStateInstance* animationStateInstance = |
| new rive::AnimationStateInstance(animationState, abi.get()); |
| |
| // backwards 2 seconds from 5. |
| REQUIRE(animationStateInstance->animationInstance()->time() == 5.0); |
| |
| delete animationStateInstance; |
| delete animationState; |
| delete linearAnimation; |
| } |
| |
| TEST_CASE("AnimationStateInstance with negative speed starts a negative animation at the beginning", |
| "[animation]") |
| { |
| rive::NoOpFactory emptyFactory; |
| // For each of these tests, we cons up a dummy artboard/instance |
| // just to make the animations happy. |
| rive::Artboard ab(&emptyFactory); |
| auto abi = ab.instance(); |
| |
| rive::LinearAnimation* linearAnimation = new rive::LinearAnimation(); |
| // duration in seconds is 5 |
| linearAnimation->duration(10); |
| linearAnimation->fps(2); |
| linearAnimation->speed(-1); |
| |
| rive::AnimationState* animationState = new rive::AnimationState(); |
| animationState->speed(-1); |
| animationState->animation(linearAnimation); |
| |
| rive::AnimationStateInstance* animationStateInstance = |
| new rive::AnimationStateInstance(animationState, abi.get()); |
| |
| // backwards 2 seconds from 5. |
| REQUIRE(animationStateInstance->animationInstance()->time() == 0.0); |
| |
| delete animationStateInstance; |
| delete animationState; |
| delete linearAnimation; |
| } |
| |
| TEST_CASE("AnimationStateInstance spilledTime accounts for Nx speed with oneShot", "[animation]") |
| { |
| |
| rive::NoOpFactory emptyFactory; |
| // For each of these tests, we cons up a dummy artboard/instance |
| // just to make the animations happy. |
| rive::Artboard ab(&emptyFactory); |
| auto abi = ab.instance(); |
| |
| rive::StateMachine machine; |
| rive::StateMachineInstance stateMachineInstance(&machine, abi.get()); |
| |
| rive::LinearAnimation* linearAnimation = new rive::LinearAnimation(); |
| // duration in seconds is 2 |
| linearAnimation->duration(4); |
| linearAnimation->fps(2); |
| linearAnimation->speed(2); |
| linearAnimation->loopValue(static_cast<int>(rive::Loop::oneShot)); |
| |
| rive::AnimationState* animationState = new rive::AnimationState(); |
| animationState->animation(linearAnimation); |
| |
| rive::AnimationStateInstance* animationStateInstance = |
| new rive::AnimationStateInstance(animationState, abi.get()); |
| |
| // play from beginning. |
| animationStateInstance->advance(3.0, &stateMachineInstance); |
| |
| REQUIRE(animationStateInstance->animationInstance()->time() == 2.0); |
| REQUIRE(animationStateInstance->animationInstance()->totalTime() == 6.0); |
| // Duration is 2s but at a 2x speed it takes 1s to end |
| // When advancing 3s, there are still 2s remaining (spilled) |
| REQUIRE(animationStateInstance->animationInstance()->spilledTime() == 2.0); |
| |
| delete animationStateInstance; |
| delete animationState; |
| delete linearAnimation; |
| } |
| |
| TEST_CASE("AnimationStateInstance spilledTime accounts for 1/Nx speed with oneShot", "[animation]") |
| { |
| |
| rive::NoOpFactory emptyFactory; |
| // For each of these tests, we cons up a dummy artboard/instance |
| // just to make the animations happy. |
| rive::Artboard ab(&emptyFactory); |
| auto abi = ab.instance(); |
| |
| rive::StateMachine machine; |
| rive::StateMachineInstance stateMachineInstance(&machine, abi.get()); |
| |
| rive::LinearAnimation* linearAnimation = new rive::LinearAnimation(); |
| // duration in seconds is 2 |
| linearAnimation->duration(4); |
| linearAnimation->fps(2); |
| linearAnimation->speed(0.5); |
| linearAnimation->loopValue(static_cast<int>(rive::Loop::oneShot)); |
| |
| rive::AnimationState* animationState = new rive::AnimationState(); |
| animationState->animation(linearAnimation); |
| |
| rive::AnimationStateInstance* animationStateInstance = |
| new rive::AnimationStateInstance(animationState, abi.get()); |
| |
| // play from beginning. |
| animationStateInstance->advance(5.0, &stateMachineInstance); |
| |
| REQUIRE(animationStateInstance->animationInstance()->time() == 2.0); |
| REQUIRE(animationStateInstance->animationInstance()->totalTime() == 2.5); |
| // Duration is 2s but at a 0.5x speed it takes 4s to end |
| // When advancing 5.0s, there are still 1s remaining (spilled) |
| REQUIRE(animationStateInstance->animationInstance()->spilledTime() == 1.0); |
| |
| delete animationStateInstance; |
| delete animationState; |
| delete linearAnimation; |
| } |
| |
| TEST_CASE("AnimationStateInstance spilledTime accounts for Nx speed with loop", "[animation]") |
| { |
| |
| rive::NoOpFactory emptyFactory; |
| // For each of these tests, we cons up a dummy artboard/instance |
| // just to make the animations happy. |
| rive::Artboard ab(&emptyFactory); |
| auto abi = ab.instance(); |
| |
| rive::StateMachine machine; |
| rive::StateMachineInstance stateMachineInstance(&machine, abi.get()); |
| |
| rive::LinearAnimation* linearAnimation = new rive::LinearAnimation(); |
| // duration in seconds is 2 |
| linearAnimation->duration(4); |
| linearAnimation->fps(2); |
| linearAnimation->speed(2); |
| linearAnimation->loopValue(static_cast<int>(rive::Loop::loop)); |
| |
| rive::AnimationState* animationState = new rive::AnimationState(); |
| animationState->animation(linearAnimation); |
| |
| rive::AnimationStateInstance* animationStateInstance = |
| new rive::AnimationStateInstance(animationState, abi.get()); |
| |
| // play from beginning. |
| animationStateInstance->advance(5.5, &stateMachineInstance); |
| |
| REQUIRE(animationStateInstance->animationInstance()->time() == 1.0); |
| REQUIRE(animationStateInstance->animationInstance()->totalTime() == 11.0); |
| // Duration is 2s but at a 2x speed it takes 1s to loop |
| // When advancing 5.5s, there is still 0.5s remaining (spilled) |
| REQUIRE(animationStateInstance->animationInstance()->spilledTime() == 0.5); |
| |
| delete animationStateInstance; |
| delete animationState; |
| delete linearAnimation; |
| } |
| |
| TEST_CASE("AnimationStateInstance spilledTime accounts for 1/Nx speed with loop", "[animation]") |
| { |
| rive::NoOpFactory emptyFactory; |
| // For each of these tests, we cons up a dummy artboard/instance |
| // just to make the animations happy. |
| rive::Artboard ab(&emptyFactory); |
| auto abi = ab.instance(); |
| |
| rive::StateMachine machine; |
| rive::StateMachineInstance stateMachineInstance(&machine, abi.get()); |
| |
| rive::LinearAnimation* linearAnimation = new rive::LinearAnimation(); |
| // duration in seconds is 2 |
| linearAnimation->duration(4); |
| linearAnimation->fps(2); |
| linearAnimation->speed(0.5); |
| linearAnimation->loopValue(static_cast<int>(rive::Loop::loop)); |
| |
| rive::AnimationState* animationState = new rive::AnimationState(); |
| animationState->animation(linearAnimation); |
| |
| rive::AnimationStateInstance* animationStateInstance = |
| new rive::AnimationStateInstance(animationState, abi.get()); |
| |
| // play from beginning. |
| animationStateInstance->advance(10.0, &stateMachineInstance); |
| |
| REQUIRE(animationStateInstance->animationInstance()->time() == 1.0); |
| REQUIRE(animationStateInstance->animationInstance()->totalTime() == 5.0); |
| // Duration is 2s but at a 2x speed it takes 1s to loop |
| // When advancing 5.5s, there is still 0.5s remaining (spilled) |
| REQUIRE(animationStateInstance->animationInstance()->spilledTime() == 2.0); |
| |
| delete animationStateInstance; |
| delete animationState; |
| delete linearAnimation; |
| } |
| |
| TEST_CASE("AnimationStateInstance spilledTime accounts for -Nx speed with oneShot", "[animation]") |
| { |
| |
| rive::NoOpFactory emptyFactory; |
| // For each of these tests, we cons up a dummy artboard/instance |
| // just to make the animations happy. |
| rive::Artboard ab(&emptyFactory); |
| auto abi = ab.instance(); |
| |
| rive::StateMachine machine; |
| rive::StateMachineInstance stateMachineInstance(&machine, abi.get()); |
| |
| rive::LinearAnimation* linearAnimation = new rive::LinearAnimation(); |
| // duration in seconds is 2 |
| linearAnimation->duration(4); |
| linearAnimation->fps(2); |
| linearAnimation->speed(-2); |
| linearAnimation->loopValue(static_cast<int>(rive::Loop::oneShot)); |
| |
| rive::AnimationState* animationState = new rive::AnimationState(); |
| animationState->animation(linearAnimation); |
| |
| rive::AnimationStateInstance* animationStateInstance = |
| new rive::AnimationStateInstance(animationState, abi.get()); |
| |
| // play from beginning. |
| animationStateInstance->advance(3.0, &stateMachineInstance); |
| |
| REQUIRE(animationStateInstance->animationInstance()->time() == 0.0); |
| REQUIRE(animationStateInstance->animationInstance()->totalTime() == 6.0); |
| // Duration is 2s but at a -2x speed it takes 1s to end |
| // When advancing at negative speed, time starts at duration |
| // so starting at end and taking 1s to complete |
| // there are still 2s remaining (spilled) |
| REQUIRE(animationStateInstance->animationInstance()->spilledTime() == 2.0); |
| |
| delete animationStateInstance; |
| delete animationState; |
| delete linearAnimation; |
| } |
| |
| TEST_CASE("AnimationStateInstance spilledTime accounts for -Nx speed with loop", "[animation]") |
| { |
| |
| rive::NoOpFactory emptyFactory; |
| // For each of these tests, we cons up a dummy artboard/instance |
| // just to make the animations happy. |
| rive::Artboard ab(&emptyFactory); |
| auto abi = ab.instance(); |
| |
| rive::StateMachine machine; |
| rive::StateMachineInstance stateMachineInstance(&machine, abi.get()); |
| |
| rive::LinearAnimation* linearAnimation = new rive::LinearAnimation(); |
| // duration in seconds is 2 |
| linearAnimation->duration(4); |
| linearAnimation->fps(2); |
| linearAnimation->speed(-2); |
| linearAnimation->loopValue(static_cast<int>(rive::Loop::loop)); |
| |
| rive::AnimationState* animationState = new rive::AnimationState(); |
| animationState->animation(linearAnimation); |
| |
| rive::AnimationStateInstance* animationStateInstance = |
| new rive::AnimationStateInstance(animationState, abi.get()); |
| |
| // play from beginning. |
| animationStateInstance->advance(5.5, &stateMachineInstance); |
| |
| REQUIRE(animationStateInstance->animationInstance()->time() == 1.0); |
| REQUIRE(animationStateInstance->animationInstance()->totalTime() == 11.0); |
| // Duration is 2s but at a -2x speed it takes 1s to end |
| // When advancing at negative speed, time starts at duration |
| // so starting at end and taking 1s to complete, it loops 5 times |
| // there is still 0.5s remaining (spilled) |
| REQUIRE(animationStateInstance->animationInstance()->spilledTime() == 0.5); |
| |
| delete animationStateInstance; |
| delete animationState; |
| delete linearAnimation; |
| } |