Add hook for platform codec support

Add virtual to our Skia Factory to allow clients to give us access to the Platform's native codecs.

Targeted for Android and iOS, where we'll have to do some marshaling between C++ and the host languages. However, if it works there, we can consider removing some of the codecs currently backed into our Skia build.

For power-users in the Editor, we can document that we support *all* image formats on the respective platforms, in case they want to take advantage of a specific format on a given platform (e.g. HEIF on iOS).

Viewer change:

To test the viability, viewer is modified to call into Skia's wrapper for CGImageSource. This is the Mac/iOS native image decoder. Thus viewer now has access to all of the platform's image formats.

Diffs=
300e4dc14 Add hook for platform codec support
4 files changed
tree: 52e8383032c2ba3366a399d05c6677e00e92bac4
  1. .github/
  2. .vscode/
  3. build/
  4. dev/
  5. include/
  6. rivinfo/
  7. skia/
  8. src/
  9. test/
  10. .clang-format
  11. .dockerignore
  12. .gitignore
  13. .rive_head
  14. build.sh
  15. Dockerfile
  16. Doxyfile
  17. LICENSE
  18. 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 with 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

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"
    }
]