Adds a utility to strip out FileAssetContents for given FileAsset types.

Adds a ```File::stripAssets``` utility method that is optionally compiled in. This allows removing in-band asset bytes from the file. It only does this for the provided asset types. Right now we only put image assets in-band, but in the future we may have fonts, scripts, sounds, other .riv files, etc so allowing the utility to only strip specific concrete file types is nice to have.

The next step will be to use this utility to show how you'd create an atlas out of the in-band images, strip out the images, and save a smaller .riv that uses images from that generated atlas.

I envision adding more utility methods like this for tools that want to manipulate Rive content at build/pre-package time. These should be able to be compiled out as they are rarely necessary at mass-consumption runtime (I doubt anyone wants these in WASM unless they're building their game engine, not just the player, in JS).

Diffs=
698af558e Fix linux build.
cb742eb08 Adds a utility to strip out FileAssetContents for given FileAsset types.
12 files changed
tree: eab5c4c3222acdc4608a797925617aad4e0fec2b
  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 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"
    }
]