editor: nine-slicing core data type definitions

This PR adds the core data types to support n-slicing. There are three main types: Axis, NSlicer and NSlicerTileMode.
1. Axis: I didn't want to make this super specific, since it could be used for grids later. So rn, it just represents some position in some dimension, and can either be a value in terms of a positional unit (like 10px) or bounds percentage (like 10%).
2. NSlicer: It's as simple as a component gets, we'll just use it to be a parent of all the n-slicer Axes, and have it be a child of Image later.
3. NSlicerTileMode: The main data here is 'style'. We said to use patchX and patchY separately from patchIndex. The last one is persisted in file, while the other two are actually used at runtime.

The non-json files are auto generated, with the runtime json files copy pasted from the dev/defs version. I verified that the editor still runs, and the runtime also runs without error.

Next up, I'll use these definitions to change editor behavior.

Documentation: https://www.notion.so/rive-app/9-Slice-Tech-Proposal-Image-only-50b25ea8e79c4efabb681110e288f064#15f3a49ce3534baeafc31c37fb30cc0b

For a rough direction of how to implement nine-slicing, check out this research branch: https://github.com/rive-app/rive/compare/master...susan/nine-slice-research

Diffs=
ed56d2de6 editor: nine-slicing core data type definitions (#7840)

Co-authored-by: Susan Wang <susan@rive.app>
21 files changed
tree: 5ad47a422738616f0585e08bea9625fb3d8bfd8a
  1. .github/
  2. .vscode/
  3. build/
  4. cg_renderer/
  5. decoders/
  6. dependencies/
  7. dev/
  8. include/
  9. rivinfo/
  10. skia/
  11. src/
  12. tess/
  13. test/
  14. utils/
  15. viewer/
  16. .dockerignore
  17. .gitignore
  18. .lua-format
  19. .rive_head
  20. build.sh
  21. Dockerfile
  22. Doxyfile
  23. LICENSE
  24. premake5_v2.lua
  25. README.md
README.md

Build Status Discord badge Twitter handle

rive-cpp

Rive hero image

Rive C++ is a runtime library for Rive, a real-time interactive design and animation tool.

The 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_factory.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"
    }
]