Variable Fonts!

Adds bindings for FFI and WASM to access variable font axes and create font variations.

Lots to figure out UX wise, but for now: there's a new TextVariationInspectorBuilder which will show the variations inspector when selecting a style in the hierarchy (doesn't do it when you select the text object, currently).

TextStyles have this new TextVariationHelper which is similar to PathComposer for Shapes. It's a way to get an update cycle before the Text update so that the VariationHelper can make sure the correct "variated" font is available before the text shapes. It's only created and added into the DAG when necessary (there are some tests for this in the TextTool tests) and it does not propagate to core/save to files (just like PathComposer).

We will definitely need keyable sliders (like Alex's mockups)... the number input makes it hard to see what the valid range for an axis is (which is always something odd like -122 to 234).

<img width="1353" alt="CleanShot 2023-01-17 at 16 52 04@2x" src="https://user-images.githubusercontent.com/454182/213054070-53afa665-3e52-4ad1-a401-15d3df5a8985.png">

Diffs=
599748ccb Variable Fonts! (#4686)
5 files changed
tree: fc8e9ad70dba19ca81aa022f4e6b209edec227f9
  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"
    }
]