| #include <rive/animation/loop.hpp> |
| #include <rive/animation/linear_animation.hpp> |
| #include <rive/animation/linear_animation_instance.hpp> |
| #include "utils/no_op_factory.hpp" |
| #include <catch.hpp> |
| #include <cstdio> |
| |
| TEST_CASE("LinearAnimationInstance 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::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::LinearAnimationInstance* linearAnimationInstance = |
| new rive::LinearAnimationInstance(linearAnimation, abi.get()); |
| |
| // play from beginning. |
| bool continuePlaying = linearAnimationInstance->advance(2.0); |
| REQUIRE(continuePlaying == true); |
| REQUIRE(linearAnimationInstance->time() == 2.0); |
| REQUIRE(linearAnimationInstance->totalTime() == 2.0); |
| REQUIRE(linearAnimationInstance->didLoop() == false); |
| |
| // get stuck at end |
| continuePlaying = linearAnimationInstance->advance(10.0); |
| REQUIRE(linearAnimationInstance->time() == 5.0); |
| REQUIRE(linearAnimationInstance->totalTime() == 12.0); |
| REQUIRE(linearAnimationInstance->didLoop() == true); |
| REQUIRE(continuePlaying == false); |
| |
| delete linearAnimationInstance; |
| delete linearAnimation; |
| } |
| |
| TEST_CASE("LinearAnimationInstance speed", "[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(.5); |
| |
| rive::LinearAnimationInstance* linearAnimationInstance = |
| new rive::LinearAnimationInstance(linearAnimation, abi.get()); |
| |
| // play from beginning. |
| bool continuePlaying = linearAnimationInstance->advance(2.0); |
| REQUIRE(continuePlaying == true); |
| REQUIRE(linearAnimationInstance->time() == 1.0f); |
| REQUIRE(linearAnimationInstance->totalTime() == 1.0f); |
| |
| delete linearAnimationInstance; |
| delete linearAnimation; |
| } |
| |
| TEST_CASE("LinearAnimationInstance negative advance adds absolute total time ", "[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::LinearAnimationInstance* linearAnimationInstance = |
| new rive::LinearAnimationInstance(linearAnimation, abi.get()); |
| |
| // play from beginning. |
| bool continuePlaying = linearAnimationInstance->advance(-2.0); |
| REQUIRE(continuePlaying == true); |
| REQUIRE(linearAnimationInstance->time() == 3.0f); |
| REQUIRE(linearAnimationInstance->totalTime() == 2.0f); |
| REQUIRE(linearAnimationInstance->didLoop() == true); |
| |
| delete linearAnimationInstance; |
| delete linearAnimation; |
| } |
| |
| TEST_CASE("LinearAnimationInstance oneShot <-", "[animation]") |
| { |
| rive::NoOpFactory emptyFactory; |
| 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::LinearAnimationInstance* linearAnimationInstance = |
| new rive::LinearAnimationInstance(linearAnimation, abi.get()); |
| linearAnimationInstance->direction(-1); |
| REQUIRE(linearAnimationInstance->time() == 0.0); |
| |
| // Advancing 2 seconds backwards will keep the "animation" time at 0 |
| bool continuePlaying = linearAnimationInstance->advance(2.0); |
| REQUIRE(continuePlaying == false); |
| REQUIRE(linearAnimationInstance->time() == 0.0); |
| REQUIRE(linearAnimationInstance->totalTime() == 2.0); |
| REQUIRE(linearAnimationInstance->didLoop() == true); |
| |
| // set time to end.. |
| // TODO: this also "resets" the total time. is that sensible? |
| linearAnimationInstance->time(5.0); |
| REQUIRE(linearAnimationInstance->totalTime() == 5.0); |
| // TODO: get rid if we stop killing m_Direction |
| linearAnimationInstance->direction(-1); |
| |
| // play from end to beginning |
| continuePlaying = linearAnimationInstance->advance(2.0); |
| REQUIRE(continuePlaying == true); |
| REQUIRE(linearAnimationInstance->time() == 3.0); |
| REQUIRE(linearAnimationInstance->totalTime() == 7.0); |
| REQUIRE(linearAnimationInstance->didLoop() == false); |
| |
| // get stuck at beginning |
| continuePlaying = linearAnimationInstance->advance(4.0); |
| REQUIRE(continuePlaying == false); |
| REQUIRE(linearAnimationInstance->time() == 0.0); |
| REQUIRE(linearAnimationInstance->totalTime() == 11.0); |
| REQUIRE(linearAnimationInstance->didLoop() == true); |
| |
| delete linearAnimationInstance; |
| delete linearAnimation; |
| } |
| |
| TEST_CASE("LinearAnimationInstance loop ->", "[animation]") |
| { |
| rive::NoOpFactory emptyFactory; |
| 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::LinearAnimationInstance* linearAnimationInstance = |
| new rive::LinearAnimationInstance(linearAnimation, abi.get()); |
| |
| // play from beginning. |
| bool continuePlaying = linearAnimationInstance->advance(2.0); |
| REQUIRE(continuePlaying == true); |
| REQUIRE(linearAnimationInstance->time() == 2.0); |
| REQUIRE(linearAnimationInstance->totalTime() == 2.0); |
| REQUIRE(linearAnimationInstance->didLoop() == false); |
| |
| // loop around a couple of times, back to the same spot |
| continuePlaying = linearAnimationInstance->advance(10.0); |
| REQUIRE(linearAnimationInstance->time() == 2.0); |
| REQUIRE(linearAnimationInstance->totalTime() == 12.0); |
| REQUIRE(linearAnimationInstance->didLoop() == true); |
| REQUIRE(continuePlaying == true); |
| |
| delete linearAnimationInstance; |
| delete linearAnimation; |
| } |
| |
| TEST_CASE("LinearAnimationInstance loop <-", "[animation]") |
| { |
| rive::NoOpFactory emptyFactory; |
| 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::LinearAnimationInstance* linearAnimationInstance = |
| new rive::LinearAnimationInstance(linearAnimation, abi.get()); |
| linearAnimationInstance->direction(-1); |
| REQUIRE(linearAnimationInstance->time() == 0.0); |
| |
| // Advancing 2 seconds backwards will get the "animation" time to 3 |
| bool continuePlaying = linearAnimationInstance->advance(2.0); |
| REQUIRE(continuePlaying == true); |
| REQUIRE(linearAnimationInstance->direction() == -1); |
| REQUIRE(linearAnimationInstance->time() == 3.0); |
| REQUIRE(linearAnimationInstance->totalTime() == 2.0); |
| REQUIRE(linearAnimationInstance->didLoop() == true); |
| |
| // play without looping past the beginning. |
| continuePlaying = linearAnimationInstance->advance(2.0); |
| REQUIRE(continuePlaying == true); |
| REQUIRE(linearAnimationInstance->time() == 1.0); |
| REQUIRE(linearAnimationInstance->totalTime() == 4.0); |
| REQUIRE(linearAnimationInstance->didLoop() == false); |
| |
| // loop past beginning again |
| continuePlaying = linearAnimationInstance->advance(4.0); |
| REQUIRE(continuePlaying == true); |
| REQUIRE(linearAnimationInstance->time() == 2.0); |
| REQUIRE(linearAnimationInstance->totalTime() == 8.0); |
| REQUIRE(linearAnimationInstance->didLoop() == true); |
| |
| delete linearAnimationInstance; |
| delete linearAnimation; |
| } |
| |
| TEST_CASE("LinearAnimationInstance loop <- work area", "[animation]") |
| { |
| rive::NoOpFactory emptyFactory; |
| rive::Artboard ab(&emptyFactory); |
| auto abi = ab.instance(); |
| |
| rive::LinearAnimation* linearAnimation = new rive::LinearAnimation(); |
| // duration in seconds is 50 |
| linearAnimation->workStart(4); |
| linearAnimation->enableWorkArea(true); |
| linearAnimation->workEnd(10); |
| linearAnimation->duration(100); |
| linearAnimation->fps(2); |
| linearAnimation->loopValue(static_cast<int>(rive::Loop::loop)); |
| |
| rive::LinearAnimationInstance* linearAnimationInstance = |
| new rive::LinearAnimationInstance(linearAnimation, abi.get()); |
| linearAnimationInstance->direction(-1); |
| REQUIRE(linearAnimationInstance->time() == 2.0); |
| |
| // advancing by 0 will not change anything |
| // is expected to return continue playing true regardless |
| bool continuePlaying = linearAnimationInstance->advance(0.0); |
| |
| REQUIRE(continuePlaying == true); |
| REQUIRE(linearAnimationInstance->direction() == -1); |
| REQUIRE(linearAnimationInstance->time() == 2.0); |
| REQUIRE(linearAnimationInstance->totalTime() == 0.0); |
| REQUIRE(linearAnimationInstance->didLoop() == false); |
| |
| // 2 more secs , 5s -> 3s |
| continuePlaying = linearAnimationInstance->advance(2.0); |
| REQUIRE(continuePlaying == true); |
| REQUIRE(linearAnimationInstance->direction() == -1); |
| REQUIRE(linearAnimationInstance->time() == 3.0); |
| REQUIRE(linearAnimationInstance->totalTime() == 2.0); |
| REQUIRE(linearAnimationInstance->didLoop() == true); |
| |
| // 2 more secs , 3s -> 1s, thats before start, so loops to 4s |
| continuePlaying = linearAnimationInstance->advance(2.0); |
| REQUIRE(continuePlaying == true); |
| REQUIRE(linearAnimationInstance->direction() == -1); |
| REQUIRE(linearAnimationInstance->time() == 4.0); |
| REQUIRE(linearAnimationInstance->totalTime() == 4.0); |
| REQUIRE(linearAnimationInstance->didLoop() == true); |
| |
| // another hit, 4->2s, thats at the start, loops to 5s |
| continuePlaying = linearAnimationInstance->advance(2.0); |
| REQUIRE(continuePlaying == true); |
| REQUIRE(linearAnimationInstance->time() == 5.0); |
| REQUIRE(linearAnimationInstance->totalTime() == 6.0); |
| REQUIRE(linearAnimationInstance->didLoop() == true); |
| |
| delete linearAnimationInstance; |
| delete linearAnimation; |
| } |
| |
| TEST_CASE("LinearAnimationInstance pingpong ->", "[animation]") |
| { |
| rive::NoOpFactory emptyFactory; |
| 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::pingPong)); |
| |
| rive::LinearAnimationInstance* linearAnimationInstance = |
| new rive::LinearAnimationInstance(linearAnimation, abi.get()); |
| |
| // play from beginning. |
| bool continuePlaying = linearAnimationInstance->advance(2.0); |
| REQUIRE(continuePlaying == true); |
| REQUIRE(linearAnimationInstance->time() == 2.0); |
| REQUIRE(linearAnimationInstance->totalTime() == 2.0); |
| REQUIRE(linearAnimationInstance->didLoop() == false); |
| |
| // pingpong at the end and come back to 3. |
| continuePlaying = linearAnimationInstance->advance(5.0); |
| REQUIRE(linearAnimationInstance->time() == 3.0); |
| REQUIRE(linearAnimationInstance->totalTime() == 7.0); |
| REQUIRE(linearAnimationInstance->direction() == -1); |
| REQUIRE(linearAnimationInstance->didLoop() == true); |
| REQUIRE(continuePlaying == true); |
| // pingpong at the start and come back to 6. |
| continuePlaying = linearAnimationInstance->advance(9.0); |
| REQUIRE(linearAnimationInstance->time() == 4.0); |
| REQUIRE(linearAnimationInstance->totalTime() == 16.0); |
| REQUIRE(linearAnimationInstance->direction() == -1); |
| REQUIRE(linearAnimationInstance->didLoop() == true); |
| REQUIRE(continuePlaying == true); |
| |
| // pingpong back around to 2 |
| continuePlaying = linearAnimationInstance->advance(6.0); |
| REQUIRE(linearAnimationInstance->time() == 2.0); |
| REQUIRE(linearAnimationInstance->totalTime() == 22.0); |
| REQUIRE(linearAnimationInstance->direction() == 1); |
| REQUIRE(linearAnimationInstance->didLoop() == true); |
| REQUIRE(continuePlaying == true); |
| |
| // Loop around twice in a frame. |
| continuePlaying = linearAnimationInstance->advance(20.0); |
| REQUIRE(linearAnimationInstance->time() == 2.0); |
| REQUIRE(linearAnimationInstance->totalTime() == 42.0); |
| REQUIRE(linearAnimationInstance->direction() == 1); |
| REQUIRE(linearAnimationInstance->didLoop() == true); |
| REQUIRE(continuePlaying == true); |
| |
| delete linearAnimationInstance; |
| delete linearAnimation; |
| } |
| |
| TEST_CASE("LinearAnimationInstance pingpong <-", "[animation]") |
| { |
| rive::NoOpFactory emptyFactory; |
| 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::pingPong)); |
| |
| rive::LinearAnimationInstance* linearAnimationInstance = |
| new rive::LinearAnimationInstance(linearAnimation, abi.get()); |
| linearAnimationInstance->direction(-1); |
| REQUIRE(linearAnimationInstance->time() == 0.0); |
| |
| // Advancing 2 seconds backwards, pongs immediately (and is acutally just |
| // like playing forwards) |
| bool continuePlaying = linearAnimationInstance->advance(2.0); |
| REQUIRE(continuePlaying == true); |
| REQUIRE(linearAnimationInstance->direction() == 1); |
| REQUIRE(linearAnimationInstance->time() == 2.0); |
| REQUIRE(linearAnimationInstance->totalTime() == 2.0); |
| REQUIRE(linearAnimationInstance->didLoop() == true); |
| |
| // pingpong at the end |
| continuePlaying = linearAnimationInstance->advance(4.0); |
| REQUIRE(continuePlaying == true); |
| REQUIRE(linearAnimationInstance->direction() == -1); |
| REQUIRE(linearAnimationInstance->time() == 4.0); |
| REQUIRE(linearAnimationInstance->totalTime() == 6.0); |
| REQUIRE(linearAnimationInstance->didLoop() == true); |
| |
| // just a normal advance, no loop |
| continuePlaying = linearAnimationInstance->advance(2.0); |
| REQUIRE(continuePlaying == true); |
| REQUIRE(linearAnimationInstance->direction() == -1); |
| REQUIRE(linearAnimationInstance->time() == 2.0); |
| REQUIRE(linearAnimationInstance->totalTime() == 8.0); |
| REQUIRE(linearAnimationInstance->didLoop() == false); |
| |
| delete linearAnimationInstance; |
| delete linearAnimation; |
| } |
| |
| TEST_CASE("LinearAnimationInstance override loop", "[animation]") |
| { |
| rive::NoOpFactory emptyFactory; |
| 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::LinearAnimationInstance* linearAnimationInstance = |
| new rive::LinearAnimationInstance(linearAnimation, abi.get()); |
| |
| // Check the loop value is same as the animation's |
| REQUIRE(linearAnimationInstance->loopValue() == linearAnimation->loopValue()); |
| |
| // Override the loop type |
| linearAnimationInstance->loopValue(static_cast<int>(rive::Loop::pingPong)); |
| REQUIRE(linearAnimationInstance->loopValue() != linearAnimation->loopValue()); |
| REQUIRE(linearAnimationInstance->loopValue() == static_cast<int>(rive::Loop::pingPong)); |
| REQUIRE(linearAnimationInstance->loop() == rive::Loop::pingPong); |
| |
| delete linearAnimationInstance; |
| delete linearAnimation; |
| } |