blob: 6f25ae846fde67d839d3d8c8983b95e22ea2142d [file] [log] [blame]
#include <rive/file.hpp>
#include <rive/animation/state_machine_bool.hpp>
#include <rive/animation/state_machine_layer.hpp>
#include <rive/animation/animation_state.hpp>
#include <rive/animation/entry_state.hpp>
#include <rive/animation/state_transition.hpp>
#include <rive/animation/state_machine_instance.hpp>
#include <rive/animation/state_machine_input_instance.hpp>
#include <rive/animation/blend_state_1d.hpp>
#include <rive/animation/blend_animation_1d.hpp>
#include <rive/animation/blend_state_direct.hpp>
#include <rive/animation/blend_state_transition.hpp>
#include <rive/animation/animation_reset_factory.hpp>
#include <rive/shapes/paint/solid_color.hpp>
#include <rive/shapes/paint/stroke.hpp>
#include <rive/shapes/shape.hpp>
#include "catch.hpp"
#include "rive_file_reader.hpp"
#include <cstdio>
TEST_CASE("file with state machine be read", "[file]")
{
auto file = ReadRiveFile("../../test/assets/rocket.riv");
auto artboard = file->artboard();
REQUIRE(artboard != nullptr);
REQUIRE(artboard->animationCount() == 3);
REQUIRE(artboard->stateMachineCount() == 1);
auto stateMachine = artboard->stateMachine("Button");
REQUIRE(stateMachine != nullptr);
REQUIRE(stateMachine->layerCount() == 1);
REQUIRE(stateMachine->inputCount() == 2);
auto hover = stateMachine->input("Hover");
REQUIRE(hover != nullptr);
REQUIRE(hover->is<rive::StateMachineBool>());
auto press = stateMachine->input("Press");
REQUIRE(press != nullptr);
REQUIRE(press->is<rive::StateMachineBool>());
auto layer = stateMachine->layer(0);
REQUIRE(layer->stateCount() == 6);
REQUIRE(layer->anyState() != nullptr);
REQUIRE(layer->entryState() != nullptr);
REQUIRE(layer->exitState() != nullptr);
int foundAnimationStates = 0;
for (int i = 0; i < layer->stateCount(); i++)
{
auto state = layer->state(i);
if (state->is<rive::AnimationState>())
{
foundAnimationStates++;
REQUIRE(state->as<rive::AnimationState>()->animation() != nullptr);
}
}
REQUIRE(foundAnimationStates == 3);
REQUIRE(layer->entryState()->transitionCount() == 1);
auto stateTo = layer->entryState()->transition(0)->stateTo();
REQUIRE(stateTo != nullptr);
REQUIRE(stateTo->is<rive::AnimationState>());
REQUIRE(stateTo->as<rive::AnimationState>()->animation() != nullptr);
REQUIRE(stateTo->as<rive::AnimationState>()->animation()->name() == "idle");
auto idleState = stateTo->as<rive::AnimationState>();
REQUIRE(idleState->transitionCount() == 2);
for (int i = 0; i < idleState->transitionCount(); i++)
{
auto transition = idleState->transition(i);
if (transition->stateTo()->as<rive::AnimationState>()->animation()->name() == "Roll_over")
{
// Check the condition
REQUIRE(transition->conditionCount() == 1);
}
}
auto abi = artboard->instance();
rive::StateMachineInstance smi(artboard->stateMachine("Button"), abi.get());
REQUIRE(smi.getBool("Hover")->name() == "Hover");
REQUIRE(smi.getBool("Press")->name() == "Press");
REQUIRE(smi.getBool("Hover") != nullptr);
REQUIRE(smi.getBool("Press") != nullptr);
REQUIRE(smi.stateChangedCount() == 0);
REQUIRE(smi.currentAnimationCount() == 0);
}
TEST_CASE("file with blend states loads correctly", "[file]")
{
auto file = ReadRiveFile("../../test/assets/blend_test.riv");
auto artboard = file->artboard();
REQUIRE(artboard != nullptr);
REQUIRE(artboard->animationCount() == 4);
REQUIRE(artboard->stateMachineCount() == 2);
auto stateMachine = artboard->stateMachine("blend");
REQUIRE(stateMachine != nullptr);
REQUIRE(stateMachine->layerCount() == 1);
auto layer = stateMachine->layer(0);
REQUIRE(layer->stateCount() == 5);
REQUIRE(layer->anyState() != nullptr);
REQUIRE(layer->entryState() != nullptr);
REQUIRE(layer->exitState() != nullptr);
REQUIRE(layer->state(1)->is<rive::BlendState1D>());
REQUIRE(layer->state(2)->is<rive::BlendState1D>());
auto blendStateA = layer->state(1)->as<rive::BlendState1D>();
auto blendStateB = layer->state(2)->as<rive::BlendState1D>();
REQUIRE(blendStateA->animationCount() == 3);
REQUIRE(blendStateB->animationCount() == 3);
auto animation = blendStateA->animation(0);
REQUIRE(animation->is<rive::BlendAnimation1D>());
auto animation1D = animation->as<rive::BlendAnimation1D>();
REQUIRE(animation1D->animation() != nullptr);
REQUIRE(animation1D->animation()->name() == "horizontal");
REQUIRE(animation1D->value() == 0.0f);
animation = blendStateA->animation(1);
REQUIRE(animation->is<rive::BlendAnimation1D>());
animation1D = animation->as<rive::BlendAnimation1D>();
REQUIRE(animation1D->animation() != nullptr);
REQUIRE(animation1D->animation()->name() == "vertical");
REQUIRE(animation1D->value() == 100.0f);
animation = blendStateA->animation(2);
REQUIRE(animation->is<rive::BlendAnimation1D>());
animation1D = animation->as<rive::BlendAnimation1D>();
REQUIRE(animation1D->animation() != nullptr);
REQUIRE(animation1D->animation()->name() == "rotate");
REQUIRE(animation1D->value() == 0.0f);
REQUIRE(blendStateA->transitionCount() == 1);
REQUIRE(blendStateA->transition(0)->is<rive::BlendStateTransition>());
REQUIRE(blendStateA->transition(0)->as<rive::BlendStateTransition>()->exitBlendAnimation() !=
nullptr);
}
TEST_CASE("animation state with no animation doesn't crash", "[file]")
{
auto file = ReadRiveFile("../../test/assets/multiple_state_machines.riv");
auto artboard = file->artboard();
REQUIRE(artboard != nullptr);
REQUIRE(artboard->animationCount() == 1);
REQUIRE(artboard->stateMachineCount() == 4);
auto stateMachine = artboard->stateMachine("two");
REQUIRE(stateMachine != nullptr);
REQUIRE(stateMachine->layerCount() == 1);
auto layer = stateMachine->layer(0);
REQUIRE(layer->stateCount() == 4);
REQUIRE(layer->anyState() != nullptr);
REQUIRE(layer->entryState() != nullptr);
REQUIRE(layer->exitState() != nullptr);
REQUIRE(layer->state(3)->is<rive::AnimationState>());
auto animationState = layer->state(3)->as<rive::AnimationState>();
REQUIRE(animationState->animation() == nullptr);
auto abi = artboard->instance();
rive::StateMachineInstance(stateMachine, abi.get()).advance(0.0f);
}
TEST_CASE("1D blend state keeps keepsGoing true even when animations themselves have stopped",
"[file]")
{
auto file = ReadRiveFile("../../test/assets/oneshotblend.riv");
auto artboard = file->artboard();
auto stateMachine = artboard->stateMachine("State Machine 1");
auto abi = artboard->instance();
rive::StateMachineInstance* stateMachineInstance =
new rive::StateMachineInstance(stateMachine, abi.get());
stateMachineInstance->advance(0.0f);
REQUIRE(stateMachineInstance->needsAdvance() == true);
// after advancing into the 1DBlendState we still need to keep going.
stateMachineInstance->advance(0.5f);
REQUIRE(stateMachineInstance->needsAdvance() == true);
// even after advancing past the duration of the animations in the blend states
// we need to keep going.
stateMachineInstance->advance(1.0f);
REQUIRE(stateMachineInstance->needsAdvance() == true);
delete stateMachineInstance;
}
TEST_CASE("Transitions with duration completes the state correctly before changing states",
"[file]")
{
auto file = ReadRiveFile("../../test/assets/state_machine_transition.riv");
auto black_color = 0xFF000000;
auto white_color = 0xFFFFFFFF;
auto artboard = file->artboard();
auto stateMachine = artboard->stateMachine("State-Machine-Test");
REQUIRE(artboard != nullptr);
REQUIRE(artboard->animationCount() == 3);
REQUIRE(artboard->stateMachineCount() == 1);
REQUIRE(stateMachine->layerCount() == 1);
auto layer = stateMachine->layer(0);
REQUIRE(layer->stateCount() == 6);
auto abi = artboard->instance();
REQUIRE(abi->children()[0]->is<rive::Shape>());
REQUIRE(abi->children()[0]->name() == "Star-Stroke");
auto shape = abi->children()[0]->as<rive::Shape>();
REQUIRE(shape->children()[1]->is<rive::Stroke>());
auto stroke = shape->children()[1]->as<rive::Stroke>();
REQUIRE(stroke->paint()->is<rive::SolidColor>());
auto solidColor = stroke->paint()->as<rive::SolidColor>();
// Before the transition, the color has to be full black
REQUIRE(solidColor->colorValue() == black_color);
rive::StateMachineInstance* stateMachineInstance =
new rive::StateMachineInstance(stateMachine, abi.get());
stateMachineInstance->advanceAndApply(0.1f);
abi->advance(0.1f);
REQUIRE(stateMachineInstance->currentAnimationByIndex(0)->name() == "State-2");
// After the transition has passed, the color has to be full white.
stateMachineInstance->advanceAndApply(2.0f);
abi->advance(2.0f);
REQUIRE(stateMachineInstance->currentAnimationByIndex(0)->name() == "State-3");
REQUIRE(solidColor->colorValue() == white_color);
delete stateMachineInstance;
}
TEST_CASE("Blend state animations with reset applied to them.", "[file]")
{
auto file = ReadRiveFile("../../test/assets/animation_reset_cases.riv");
auto artboard = file->artboard();
auto stateMachine = artboard->stateMachine("blend-states-state-machine");
// We empty all factory reset resources to start the test clean
rive::AnimationResetFactory::releaseResources();
REQUIRE(rive::AnimationResetFactory::resourcesCount() == 0);
REQUIRE(artboard != nullptr);
REQUIRE(artboard->animationCount() == 9);
REQUIRE(artboard->stateMachineCount() == 1);
auto abi = artboard->instance();
rive::StateMachineInstance* stateMachineInstance =
new rive::StateMachineInstance(stateMachine, abi.get());
stateMachineInstance->advanceAndApply(0.1f);
abi->advance(0.1f);
auto blendValueNumber = stateMachineInstance->getNumber("blend-value");
REQUIRE(blendValueNumber != nullptr);
REQUIRE(blendValueNumber->value() == 0);
blendValueNumber->value(50);
REQUIRE(blendValueNumber->value() == 50);
stateMachineInstance->advanceAndApply(0.1f);
abi->advance(0.1f);
auto rect1 = abi->children()[9]->as<rive::Shape>();
REQUIRE(rect1->name() == "rect1");
auto rect2 = abi->children()[7]->as<rive::Shape>();
REQUIRE(rect2->name() == "rect2");
auto triangle = abi->children()[5]->as<rive::Shape>();
REQUIRE(triangle->name() == "triangle");
// This blend rotates 2 * Pi. At 50% it should have rotated 1 * Pi
REQUIRE(rect1->rotation() == Approx(3.141592f));
auto state2Bool = stateMachineInstance->getBool("state-2");
REQUIRE(state2Bool != nullptr);
REQUIRE(state2Bool->value() == false);
state2Bool->value(true);
blendValueNumber->value(50);
stateMachineInstance->advanceAndApply(0.1f);
abi->advance(0.1f);
stateMachineInstance->advanceAndApply(0.1f);
REQUIRE(rive::AnimationResetFactory::resourcesCount() == 0);
REQUIRE(state2Bool->value() == true);
// X and Y interpolation in this state ranges are [75; 425] and [50; 450]
// so at 50% they should be at 250, 250
REQUIRE(rect1->x() == 250.0f);
REQUIRE(rect1->y() == 250.0f);
// rect2 rotation range is [0; -360]
// so at 50% it should be at -180
REQUIRE(rect2->rotation() == Approx(-3.141592f));
auto state3Bool = stateMachineInstance->getBool("state-3");
REQUIRE(state3Bool != nullptr);
REQUIRE(state3Bool->value() == false);
state3Bool->value(true);
REQUIRE(rive::AnimationResetFactory::resourcesCount() == 0);
stateMachineInstance->advanceAndApply(0.1f);
abi->advance(0.1f);
stateMachineInstance->advanceAndApply(0.1f);
blendValueNumber->value(100);
abi->advance(0.1f);
stateMachineInstance->advanceAndApply(0.1f);
REQUIRE(state3Bool->value() == true);
REQUIRE(triangle->y() == Approx(43.13281f));
REQUIRE(rive::AnimationResetFactory::resourcesCount() == 1);
auto state4Bool = stateMachineInstance->getBool("state-4");
REQUIRE(state4Bool != nullptr);
REQUIRE(state4Bool->value() == false);
state4Bool->value(true);
stateMachineInstance->advanceAndApply(0.1f);
abi->advance(0.1f);
REQUIRE(state4Bool->value() == true);
REQUIRE(rive::AnimationResetFactory::resourcesCount() == 2);
state4Bool->value(false);
stateMachineInstance->advanceAndApply(0.1f);
abi->advance(0.1f);
stateMachineInstance->advanceAndApply(0.1f);
REQUIRE(state4Bool->value() == false);
// After switching states mutiple times resources stay at 2 because they are released
// and retrieved from the pool
REQUIRE(rive::AnimationResetFactory::resourcesCount() == 2);
delete stateMachineInstance;
}
TEST_CASE("Transitions with reset applied to them.", "[file]")
{
auto file = ReadRiveFile("../../test/assets/animation_reset_cases.riv");
auto artboard = file->artboard("transitions");
auto stateMachine = artboard->stateMachine("transitions-state-machine");
// We empty all factory reset resources to start the test clean
rive::AnimationResetFactory::releaseResources();
REQUIRE(rive::AnimationResetFactory::resourcesCount() == 0);
REQUIRE(artboard != nullptr);
REQUIRE(artboard->animationCount() == 5);
REQUIRE(artboard->stateMachineCount() == 1);
auto abi = artboard->instance();
rive::StateMachineInstance* stateMachineInstance =
new rive::StateMachineInstance(stateMachine, abi.get());
stateMachineInstance->advanceAndApply(0.1f);
abi->advance(0.1f);
auto rect = abi->children()[7]->as<rive::Shape>();
REQUIRE(rect->name() == "rectangle");
REQUIRE(rect->x() == 50);
auto ellipse = abi->children()[5]->as<rive::Shape>();
REQUIRE(ellipse->name() == "ellipse");
REQUIRE(ellipse->x() == Approx(440.31241));
auto stateNumber = stateMachineInstance->getNumber("Number 1");
REQUIRE(stateNumber != nullptr);
REQUIRE(stateNumber->value() == 0);
stateNumber->value(1);
REQUIRE(stateNumber->value() == 1);
stateMachineInstance->advanceAndApply(0.1f);
abi->advance(0.1f);
stateMachineInstance->advanceAndApply(1.25f);
// rect transitions in 2.5 secs from x->50 to x->433
// so if the translation is linear, after 1.25s it should have
// traversed half the path
REQUIRE(rect->x() == 241.5f);
stateNumber->value(2);
REQUIRE(stateNumber->value() == 2);
stateMachineInstance->advanceAndApply(0.1f);
abi->advance(0.1f);
stateMachineInstance->advanceAndApply(1.25f);
// range is [440.31241; 42.69]
// half if the path is 42.69 + (440.21241 - 42.60) = 241.4962
REQUIRE(ellipse->x() == Approx(241.49992f));
// Transitions release their instance immediately so it's available for the next instance to use
REQUIRE(rive::AnimationResetFactory::resourcesCount() == 0);
stateNumber->value(3);
REQUIRE(stateNumber->value() == 3);
stateMachineInstance->advanceAndApply(0.1f);
abi->advance(0.1f);
stateMachineInstance->advanceAndApply(1.25f);
REQUIRE(rive::AnimationResetFactory::resourcesCount() == 0);
stateNumber->value(4);
REQUIRE(stateNumber->value() == 4);
stateMachineInstance->advanceAndApply(0.1f);
abi->advance(0.1f);
stateMachineInstance->advanceAndApply(1.25f);
// The last two states don't have a transition with duration set so the instance is released
// and available
REQUIRE(rive::AnimationResetFactory::resourcesCount() == 1);
delete stateMachineInstance;
}