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#include <rive/animation/loop.hpp>
#include <rive/animation/linear_animation.hpp>
#include <rive/animation/linear_animation_instance.hpp>
#include "no_op_factory.hpp"
#include <catch.hpp>
#include <cstdio>
TEST_CASE("LinearAnimationInstance oneShot", "[animation]") {
rive::NoOpFactory emptyFactory;
// For each of these tests, we cons up a dummy artboard/instance
// just to make the animations happy.
rive::Artboard ab(&emptyFactory);
auto abi = ab.instance();
rive::LinearAnimation* linearAnimation = new rive::LinearAnimation();
// duration in seconds is 5
linearAnimation->duration(10);
linearAnimation->fps(2);
linearAnimation->loopValue(static_cast<int>(rive::Loop::oneShot));
rive::LinearAnimationInstance* linearAnimationInstance =
new rive::LinearAnimationInstance(linearAnimation, abi.get());
// play from beginning.
bool continuePlaying = linearAnimationInstance->advance(2.0);
REQUIRE(continuePlaying == true);
REQUIRE(linearAnimationInstance->time() == 2.0);
REQUIRE(linearAnimationInstance->totalTime() == 2.0);
REQUIRE(linearAnimationInstance->didLoop() == false);
// get stuck at end
continuePlaying = linearAnimationInstance->advance(10.0);
REQUIRE(linearAnimationInstance->time() == 5.0);
REQUIRE(linearAnimationInstance->totalTime() == 12.0);
REQUIRE(linearAnimationInstance->didLoop() == true);
REQUIRE(continuePlaying == false);
delete linearAnimationInstance;
delete linearAnimation;
}
TEST_CASE("LinearAnimationInstance oneShot <-", "[animation]") {
rive::NoOpFactory emptyFactory;
rive::Artboard ab(&emptyFactory);
auto abi = ab.instance();
rive::LinearAnimation* linearAnimation = new rive::LinearAnimation();
// duration in seconds is 5
linearAnimation->duration(10);
linearAnimation->fps(2);
linearAnimation->loopValue(static_cast<int>(rive::Loop::oneShot));
rive::LinearAnimationInstance* linearAnimationInstance =
new rive::LinearAnimationInstance(linearAnimation, abi.get());
linearAnimationInstance->direction(-1);
REQUIRE(linearAnimationInstance->time() == 0.0);
// Advancing 2 seconds backwards will keep the "animation" time at 0
bool continuePlaying = linearAnimationInstance->advance(2.0);
REQUIRE(continuePlaying == false);
REQUIRE(linearAnimationInstance->time() == 0.0);
REQUIRE(linearAnimationInstance->totalTime() == 2.0);
REQUIRE(linearAnimationInstance->didLoop() == true);
// set time to end..
// TODO: this also "resets" the total time. is that sensible?
linearAnimationInstance->time(5.0);
REQUIRE(linearAnimationInstance->totalTime() == 5.0);
// TODO: get rid if we stop killing m_Direction
linearAnimationInstance->direction(-1);
// play from end to beginning
continuePlaying = linearAnimationInstance->advance(2.0);
REQUIRE(continuePlaying == true);
REQUIRE(linearAnimationInstance->time() == 3.0);
REQUIRE(linearAnimationInstance->totalTime() == 7.0);
REQUIRE(linearAnimationInstance->didLoop() == false);
// get stuck at beginning
continuePlaying = linearAnimationInstance->advance(4.0);
REQUIRE(continuePlaying == false);
REQUIRE(linearAnimationInstance->time() == 0.0);
REQUIRE(linearAnimationInstance->totalTime() == 11.0);
REQUIRE(linearAnimationInstance->didLoop() == true);
delete linearAnimationInstance;
delete linearAnimation;
}
TEST_CASE("LinearAnimationInstance loop ->", "[animation]") {
rive::NoOpFactory emptyFactory;
rive::Artboard ab(&emptyFactory);
auto abi = ab.instance();
rive::LinearAnimation* linearAnimation = new rive::LinearAnimation();
// duration in seconds is 5
linearAnimation->duration(10);
linearAnimation->fps(2);
linearAnimation->loopValue(static_cast<int>(rive::Loop::loop));
rive::LinearAnimationInstance* linearAnimationInstance =
new rive::LinearAnimationInstance(linearAnimation, abi.get());
// play from beginning.
bool continuePlaying = linearAnimationInstance->advance(2.0);
REQUIRE(continuePlaying == true);
REQUIRE(linearAnimationInstance->time() == 2.0);
REQUIRE(linearAnimationInstance->totalTime() == 2.0);
REQUIRE(linearAnimationInstance->didLoop() == false);
// loop around a couple of times, back to the same spot
continuePlaying = linearAnimationInstance->advance(10.0);
REQUIRE(linearAnimationInstance->time() == 2.0);
REQUIRE(linearAnimationInstance->totalTime() == 12.0);
REQUIRE(linearAnimationInstance->didLoop() == true);
REQUIRE(continuePlaying == true);
delete linearAnimationInstance;
delete linearAnimation;
}
TEST_CASE("LinearAnimationInstance loop <-", "[animation]") {
rive::NoOpFactory emptyFactory;
rive::Artboard ab(&emptyFactory);
auto abi = ab.instance();
rive::LinearAnimation* linearAnimation = new rive::LinearAnimation();
// duration in seconds is 5
linearAnimation->duration(10);
linearAnimation->fps(2);
linearAnimation->loopValue(static_cast<int>(rive::Loop::loop));
rive::LinearAnimationInstance* linearAnimationInstance =
new rive::LinearAnimationInstance(linearAnimation, abi.get());
linearAnimationInstance->direction(-1);
REQUIRE(linearAnimationInstance->time() == 0.0);
// Advancing 2 seconds backwards will get the "animation" time to 3
bool continuePlaying = linearAnimationInstance->advance(2.0);
REQUIRE(continuePlaying == true);
REQUIRE(linearAnimationInstance->direction() == -1);
REQUIRE(linearAnimationInstance->time() == 3.0);
REQUIRE(linearAnimationInstance->totalTime() == 2.0);
REQUIRE(linearAnimationInstance->didLoop() == true);
// play without looping past the beginning.
continuePlaying = linearAnimationInstance->advance(2.0);
REQUIRE(continuePlaying == true);
REQUIRE(linearAnimationInstance->time() == 1.0);
REQUIRE(linearAnimationInstance->totalTime() == 4.0);
REQUIRE(linearAnimationInstance->didLoop() == false);
// loop past beginning again
continuePlaying = linearAnimationInstance->advance(4.0);
REQUIRE(continuePlaying == true);
REQUIRE(linearAnimationInstance->time() == 2.0);
REQUIRE(linearAnimationInstance->totalTime() == 8.0);
REQUIRE(linearAnimationInstance->didLoop() == true);
delete linearAnimationInstance;
delete linearAnimation;
}
TEST_CASE("LinearAnimationInstance loop <- work area", "[animation]") {
rive::NoOpFactory emptyFactory;
rive::Artboard ab(&emptyFactory);
auto abi = ab.instance();
rive::LinearAnimation* linearAnimation = new rive::LinearAnimation();
// duration in seconds is 50
linearAnimation->workStart(4);
linearAnimation->enableWorkArea(true);
linearAnimation->workEnd(10);
linearAnimation->duration(100);
linearAnimation->fps(2);
linearAnimation->loopValue(static_cast<int>(rive::Loop::loop));
rive::LinearAnimationInstance* linearAnimationInstance =
new rive::LinearAnimationInstance(linearAnimation, abi.get());
linearAnimationInstance->direction(-1);
REQUIRE(linearAnimationInstance->time() == 2.0);
// kick off, we're at the lower bound, will move to 5s.
bool continuePlaying = linearAnimationInstance->advance(0.0);
REQUIRE(continuePlaying == true);
REQUIRE(linearAnimationInstance->direction() == -1);
REQUIRE(linearAnimationInstance->time() == 5.0);
REQUIRE(linearAnimationInstance->totalTime() == 0.0);
REQUIRE(linearAnimationInstance->didLoop() == true);
// 2 more secs , 5s -> 3s
continuePlaying = linearAnimationInstance->advance(2.0);
REQUIRE(continuePlaying == true);
REQUIRE(linearAnimationInstance->direction() == -1);
REQUIRE(linearAnimationInstance->time() == 3.0);
REQUIRE(linearAnimationInstance->totalTime() == 2.0);
REQUIRE(linearAnimationInstance->didLoop() == false);
// 2 more secs , 3s -> 1s, thats before start, so loops to 4s
continuePlaying = linearAnimationInstance->advance(2.0);
REQUIRE(continuePlaying == true);
REQUIRE(linearAnimationInstance->direction() == -1);
REQUIRE(linearAnimationInstance->time() == 4.0);
REQUIRE(linearAnimationInstance->totalTime() == 4.0);
REQUIRE(linearAnimationInstance->didLoop() == true);
// another hit, 4->2s, thats at the start, loops to 5s
continuePlaying = linearAnimationInstance->advance(2.0);
REQUIRE(continuePlaying == true);
REQUIRE(linearAnimationInstance->time() == 5.0);
REQUIRE(linearAnimationInstance->totalTime() == 6.0);
REQUIRE(linearAnimationInstance->didLoop() == true);
delete linearAnimationInstance;
delete linearAnimation;
}
TEST_CASE("LinearAnimationInstance pingpong ->", "[animation]") {
rive::NoOpFactory emptyFactory;
rive::Artboard ab(&emptyFactory);
auto abi = ab.instance();
rive::LinearAnimation* linearAnimation = new rive::LinearAnimation();
// duration in seconds is 5
linearAnimation->duration(10);
linearAnimation->fps(2);
linearAnimation->loopValue(static_cast<int>(rive::Loop::pingPong));
rive::LinearAnimationInstance* linearAnimationInstance =
new rive::LinearAnimationInstance(linearAnimation, abi.get());
// play from beginning.
bool continuePlaying = linearAnimationInstance->advance(2.0);
REQUIRE(continuePlaying == true);
REQUIRE(linearAnimationInstance->time() == 2.0);
REQUIRE(linearAnimationInstance->totalTime() == 2.0);
REQUIRE(linearAnimationInstance->didLoop() == false);
// pingpong at the end and come back to 3.
continuePlaying = linearAnimationInstance->advance(5.0);
REQUIRE(linearAnimationInstance->time() == 3.0);
REQUIRE(linearAnimationInstance->totalTime() == 7.0);
REQUIRE(linearAnimationInstance->direction() == -1);
REQUIRE(linearAnimationInstance->didLoop() == true);
REQUIRE(continuePlaying == true);
delete linearAnimationInstance;
delete linearAnimation;
}
TEST_CASE("LinearAnimationInstance pingpong <-", "[animation]") {
rive::NoOpFactory emptyFactory;
rive::Artboard ab(&emptyFactory);
auto abi = ab.instance();
rive::LinearAnimation* linearAnimation = new rive::LinearAnimation();
// duration in seconds is 5
linearAnimation->duration(10);
linearAnimation->fps(2);
linearAnimation->loopValue(static_cast<int>(rive::Loop::pingPong));
rive::LinearAnimationInstance* linearAnimationInstance =
new rive::LinearAnimationInstance(linearAnimation, abi.get());
linearAnimationInstance->direction(-1);
REQUIRE(linearAnimationInstance->time() == 0.0);
// Advancing 2 seconds backwards, pongs immediately (and is acutally just
// like playing forwards)
bool continuePlaying = linearAnimationInstance->advance(2.0);
REQUIRE(continuePlaying == true);
REQUIRE(linearAnimationInstance->direction() == 1);
REQUIRE(linearAnimationInstance->time() == 2.0);
REQUIRE(linearAnimationInstance->totalTime() == 2.0);
REQUIRE(linearAnimationInstance->didLoop() == true);
// pingpong at the end
continuePlaying = linearAnimationInstance->advance(4.0);
REQUIRE(continuePlaying == true);
REQUIRE(linearAnimationInstance->direction() == -1);
REQUIRE(linearAnimationInstance->time() == 4.0);
REQUIRE(linearAnimationInstance->totalTime() == 6.0);
REQUIRE(linearAnimationInstance->didLoop() == true);
// just a normal advance, no loop
continuePlaying = linearAnimationInstance->advance(2.0);
REQUIRE(continuePlaying == true);
REQUIRE(linearAnimationInstance->direction() == -1);
REQUIRE(linearAnimationInstance->time() == 2.0);
REQUIRE(linearAnimationInstance->totalTime() == 8.0);
REQUIRE(linearAnimationInstance->didLoop() == false);
delete linearAnimationInstance;
delete linearAnimation;
}
TEST_CASE("LinearAnimationInstance override loop", "[animation]") {
rive::NoOpFactory emptyFactory;
rive::Artboard ab(&emptyFactory);
auto abi = ab.instance();
rive::LinearAnimation* linearAnimation = new rive::LinearAnimation();
// duration in seconds is 5
linearAnimation->duration(10);
linearAnimation->fps(2);
linearAnimation->loopValue(static_cast<int>(rive::Loop::oneShot));
rive::LinearAnimationInstance* linearAnimationInstance =
new rive::LinearAnimationInstance(linearAnimation, abi.get());
// Check the loop value is same as the animation's
REQUIRE(linearAnimationInstance->loopValue() == linearAnimation->loopValue());
// Override the loop type
linearAnimationInstance->loopValue(static_cast<int>(rive::Loop::pingPong));
REQUIRE(linearAnimationInstance->loopValue() != linearAnimation->loopValue());
REQUIRE(linearAnimationInstance->loopValue() == static_cast<int>(rive::Loop::pingPong));
REQUIRE(linearAnimationInstance->loop() == rive::Loop::pingPong);
delete linearAnimationInstance;
delete linearAnimation;
}