Adds an audio engine abstraction (implemented with miniaudio) in Rive. We can selectively replace it with other abstractions later if we find miniaudio isn't well suited everywhere but I'm confident it will be based on flexibility with getting it working in the recorder.
Adds audio support in:
- packages/rive_common
- WASM: rive_audio_wasm.dart
- FFI: rive_audio_ffi.dart
- packages/runtime
- packages/recorder
Subsequent PR will add support in:
- packages/rive_unity
- This is getting meaty enough...
- packages/rive_flutter
- This requires publishing rive_common so I want to make sure this is reviewed and accepted before publishing
- I'd also prefer to merge layout constraints into rive_common before this lands.
Editor features:
- Updated preview window:
<img width="248" alt="CleanShot 2024-01-15 at 14 44 31@2x" src="https://github.com/rive-app/rive/assets/454182/a9588be6-8370-4e22-ab32-af1e9ed71183">
- Preview waveforms in the timeline:
<img width="651" alt="CleanShot 2024-01-15 at 14 44 53@2x" src="https://github.com/rive-app/rive/assets/454182/2710667f-838f-483d-9647-e2bcb9e0237a">
- Subsequent PR will also use threads in web editor build (currently uses a time/frame based decoder to offload ui). I can't do that until I can verify the Shared Memory access is granted once rive_common lands in pub.dev and then we can push to UAT.
Diffs=
73bf11db3 Audio engine (#6454)
b098ad23a IntersectionBoard optimizations (#6486)
fafdef56c IntersectionBoard cleanups (#6474)
Co-authored-by: Luigi Rosso <luigi-rosso@users.noreply.github.com>
This PR adds hit testing to Flutter by overriding `hitTestSelf` on the Rive RenderObject.
Currently, the hit area is the entire bounding box of the canvas. This means that when a Rive animation is rendered above any other Flutter content (for example, a Stack) all hits are absorbed by Rive and do not pass through.
With this change, Rive will only absorb hits if the pointer comes in contact with a hittable Rive element.
With this change, `handleEvent` will only be called if `hitTestSelf` returns true. There is some duplicate work here as `_processEvent` already performs similar hit test logic, which we can look at optimizing. But `hitTest` needed to be separate method call, as `hitTestSelf` is called before `handleEvent` and `handleEvent` sends additional information (whether it's a pointer down/up etc.).
Diffs=
95beaa4f5 feat: add flutter hit test self on rive render object (#6341)
bd71143bc chore: fix broken docs link (#6360)
Co-authored-by: Gordon <pggordonhayes@gmail.com>
basically does what it says, i'm also removing an example i used to check on things being garbage collected
Diffs=
c0411df0a bring flutter asset loading inline with cpp (#6135)
Co-authored-by: Gordon Hayes <pggordonhayes@gmail.com>
Co-authored-by: Maxwell Talbot <talbot.maxwell@gmail.com>
Bascially add tracking of fileAssetReferencers from file assets, so that when file assets update, they can tell things that reference them to update also.
its worth looking at the rive-flutter & runtime implementations
in cpp it looks like we can hook into the delete hooks nicely to clean up after ourselves (so that when artboards get collected we are not holding references to them from file assets)
in dart this is more of a problem, however using weakReferences we do end up seeing artboards go out of scope
but weakReferences requires us to bump to a min dart of 2.17 (we are 2.14 in flutter & 2.12 in our editor atm)
the update here also uses the referencers to mark fonts dirty when fonts are set, which causes them to be updated on the next draw cycle
(video showing font updates working properly now in dart)
https://github.com/rive-app/rive/assets/1216025/d65ea2cf-95d6-4412-b8f5-368cda609d0b
(video showing how referencers get collected and trashed in dart, it looks like we hold onto about 10 of them at a time.. but they do drop off over time. also we start with 2 references, the main artboard and the artboard instance)
https://github.com/rive-app/rive/assets/1216025/b11b7b46-aa9d-4dcc-bc11-f745d8449575
Diffs=
7bc216b03 add ability to attach callbacks when resolving file asset listeners (#6068)
Co-authored-by: Maxwell Talbot <talbot.maxwell@gmail.com>
The goal of this PR is to improve the usability of events for the Flutter runtime and to hide unnecessary editor implementation detail. This also ensures that an event is not modifiable after it has been reported (from the runtime's perspective)
This is achieved by exposing runtime specific classes `RiveEvent`, `RiveOpenURLEvent` and `RiveGeneralEvent` (similar to the other runtimes), and mapping the current `Event` to these classes as an immutable object. It also maps the list of events to a Map called `properties`.
This PR also:
- Adds more event examples and fixes the audio example (`.stop` resulted in issues, and calling dispose, etc.)
- Adds tests for events
TODO:
- Will need to potentially change things (and expose the `delay`) when this lands: https://github.com/rive-app/rive/pull/5951
Diffs=
eae01824d feat: expose wrapper event class to runtime (#5956)
Co-authored-by: Gordon <pggordonhayes@gmail.com>
Introduces a new Core field type which does not produce stored fields. Instead it provides a callback which can be keyed and unique per type so time based events can trigger against their property keys.
This is to allow things like nested trigger inputs and triggering events from the timeline.
Draft as there's a bunch more work to do for actually invoking them from the StateMachine & LinearAnimations. In the meantime the tests can do some sanity testing.
- [x] Generate core types that do not produce stored fields.
- [x] Massage Keyframe hierarchy to allow for non stored value Keyframes (markers for trigger).
- [x] Key those core types with specialized keyframes.
- [x] Pass context (like StateMachine) to those triggers and see it all tie together.
Diffs=
6058b52ce Timeline events & Core Callback type (#5877)
Co-authored-by: Luigi Rosso <luigi-rosso@users.noreply.github.com>
The important work is done in _initTextAndImport. This functionality needs to be called by the user if they call RiveFile.import. See the changelog for some notes.
I needed to bump rive_common for this to work as we manually added our fixRequireJs fix to the HTML. We should always try to inject functionality that's required at runtime dynamically so it can apply to all apps (not just our editor).
Diffs=
d072cbde0 Fix loading init text in Flutter runtime. (#5758)
Co-authored-by: Luigi Rosso <luigi-rosso@users.noreply.github.com>
adding a basic text test to get to the bottom of text not working
Diffs=
66e234066 basic text test (#5718)
b69ae1312 Lift tess decoders into a static lib (#5709)
Co-authored-by: Maxwell Talbot <talbot.maxwell@gmail.com>
Resolves https://github.com/rive-app/rive-flutter/issues/321
This requires Sentry to be updated as well.
Diffs=
05c8632e8 Update http v1.1.0 (#5540)
db5688c4a Don't use the '-g' buildoption in premake (#5621)
b17671130 Fixing modifier ranges not updating on the right frame. (#5623)
Co-authored-by: Gordon <pggordonhayes@gmail.com>
Adds some cleanup to this previous PR: https://github.com/rive-app/rive/pull/5411/files
- Brings back some classes and parameters and mark them as deprecated.
- Changed the naming for parameters
- Removed asset resolving from the high level `RiveAnimation` widget, prefer to manage this by loading in your own `RiveFile`. This is to avoid introducing too many changes that we may revert down the line
- Removed code comments that were intended as questions, marked some as TODOs
- Improved documentation and cleaned up example
The cached asset example now has a button to hot swap out assets at runtime by keeping a reference to the asset. This works for images, but not for Fonts.
- We can either remove this example for the time being
- Or investigate why it does not swap out (I would expect it to)
Diffs=
94e3490ae refactor: asset resolving (#5563)
bae069339 Stop automatically pruning empty segments in RawPath (#5557)
2d2d8c413 Line Height & Paragraph Spacing (#5552)
Co-authored-by: Gordon <pggordonhayes@gmail.com>
(basing this pr onto our dart runtime change for now, to limit scope)
made some small tweaks to function names, mostly to get fonts and images to "feel" more similar.
broke out "decode' into parsing the asset first.
makes it possible to cache images/fonts with our dart runtime, example included
Diffs=
40302069e Caching example (#5517)
Co-authored-by: Maxwell Talbot <talbot.maxwell@gmail.com>
There are a number of questions I'd like to resolve before considering to merge this. also a few thigns to clean up no doubt
# Questions before merging
To customize loading out of band assets, we expect our users to implement
```
abstract class FileAssetLoader {
Future<bool> load(FileAsset asset);
bool isCompatible(FileAsset asset) => true;
}
```
1. is this a good interface (i've changed `loadContents`, to `load`)? (if we like this we should change this in cpp too)
2. `FileAssetLoader` is a mouth-full, would `AssetLoader` be better?
3. We are passing `FileAssets` (our core objects) to users with some slight api extensions, is that good? should we just wrap this in an Asset class (I had this before, its not a lot of work to get it back)
things sorted
- [x] cdn "loading" vs url loading
- just sticking with cdn, users can customize for url
- [x] asset class for consumers of our runtime.
- i've avoided this one for now, just extending our FileAsset
- [x] Importer/Resolver/Loader. I flipped some names around, mostly because I want our end users to provide an `AssetLoader`, not a resolver.
things to sort out down the line, i'm declaring them out of scope for this pr, fft disagree:
- Fallback font, I see we have a fallback font file hardcoded in the runtime. should investigate if we can include an asset for people like this, or if we need to have users set this if they want to use fallback fonts.
- Image Placement, we should strip width/height from runtimes on ImageAssets
- What do we want to do about asset loading / decoding errors
- TextStyle has both assetId & fontAssetId it gets assetId from the file asset referencer, its nbd,
Diffs=
06e959ad2 Font dart runtime (#5411)
Co-authored-by: Maxwell Talbot <talbot.maxwell@gmail.com>
this breaks tests in rive-flutter, and presumably a leftover from testing a rive_common bump locally
37eb623b96
Diffs=
ad0d13cd6 revert overriding rive_common in flutter example (#5334)
Co-authored-by: Maxwell Talbot <talbot.maxwell@gmail.com>
Adds support for text modifiers, which are a set a of operations that can run on a per character basis to transform, reshape, and fade resulting glyphs.
Adds:
- Modifier groups which encompass a set of modifications done to a range of the text.
- Range selectors which help define the range the modifier applies to (multiple range selectors can be included to build up the final selection of a modifier group).
- Variation modifiers which allow animating variable fonts per character.
- Origin, Translation, Rotation, and Scale modification.
- Opacity modifiers.
Diffs=
9695de6e3 Text modifiers! (#5288)
a9f8a1c5d Macos take2 (#5258)
Fixes issue with dependencies discussed here:
https://github.com/rive-app/rive/pull/5275
Joysticks now build their own DAG and export in the correct order for runtime.
Diffs=
f2ecb824b Joystick ordering (#5277)
Fixes some visibility conditions JC caught while attempting to nest multiple solos into other solos a few times. Added tests for these conditions to both the editor and the C++ runtime.
Diffs=
2bc4acfba Fixing solo nesting. (#5066)
havent really done much to test things work, kinda hoping tests will fail/ windows will stop being able to be built. everything else is an example
Diffs=
41b699beb remove a bunch of generated files (#5002)
c0c8a45ae Reduce github log pollution (#5011)
ccab8df36 Pre-count array sizes in ContourMeasureIter::tryNext (#5010)
f4046e60b Rename reset to rewind. (#5004)
c6caafc24 Import Wang's formula for contour measuring (#5005)
72c5d2084 Port PLS to wasm (#5003)
- ran ```dev/generate_core_runtime.sh build```
- cleaned up a lot of accumulated changes from the last few months that needed to be stripped/modified for the rutnime
- removed no longer supported lining options from analysis files
- fixed up defs for some editor only features so they don't transpile
- added some more details to changelog
- bumped pubspec version
Diffs=
aa8c750bd Update flutter runtime (#4835)
Also update the auto formatter to run on *.m and *.mm files, and effectively ban breaking on return types entirely, as I think this is ugly.
Diffs=
c7d125c7d Update ObjC formatting to look more similar to the C++
- Adds checks to see if a drawable has a 0% opacity before performing draw commands
- Add skinning example
Diffs=
a61f4c6b5 apply changes to rive_core
8152b8a02 docs: update CHANGELOG
b8f61022c perf: check if opacity is 0 before drawing
4c4826e67 chore: add typedef argument names
ff94982f9 docs: add skinning sample
f1ddd88d4 Fix artboard pieces slowly popping in. (#4818)
3039909c2 Update to using deployment workflow similar to ios
53a8f9517 Fix direction when looping. (#4786)
4c5a576ad Fix ping pong hang (#4776)
ae1e02afc Fix tess test linking (#4773)
4ecbf9321 Fix remap based on issue JC caught. (#4771)
89e38b700 allow negative speed (#4770)
4d115b4c6 Adding GLSL100 for tess renderer. (#4767)
31a3972aa ios shaders for tess (#4765)
686e5125b Add dependency to correct grand parent for linear gradients. (#4753)
e737ee427 Revert "Update to using deployment workflow similar to ios"
de0e57d55 Update to using deployment workflow similar to ios
051769242 Runtime Text! (#4741)
331ad0d55 Build cleanups
2538229d6 Use Rive's libpng premake dependency in golden testing
42a0377bc Fix condition with trim paths where all contours are 0 length. (#4722)
ea1c83d02 Use os.copyfile() instead of the '{COPY}' command
5c03e1640 Remove forcing arch to arm64 for libpng (#4715)
404a04d35 Cleaning up libpng premake to be isolated/stand-alone. (#4713)
This resolves a performance and usability issue where certain conditions would result in Rive needlessly reconfiguring/initializing the Rive artboard (as well as downloading/loading Rive files). If `onInit`, `animations`, `controllers`, or `stateMachines` were passed in as an argument to `RiveAnimation` the above issue is triggered on each widget rebuild. Under certain conditions this could result in an animation constantly restarting, bad performance, or Flutter ending up in a `setState` callback loop.
This PR also clears the list of local controllers each time init is called.
Resolves: https://github.com/rive-app/rive-flutter/issues/277
This also fixes bugs in our example app
- Play/Pause not working
- One shot animation behaving oddly
Diffs=
9af05d044 docs: update changelog
cb7fd6d14 test: add rive animation onInit tests
107ae16bc refactor: naming and call logic
6857aa691 docs: add additional code docs
f3ba4f015 perf: fix didUpdateWidget configure loop
7d0aaaff3 Adjust RiveAnimation didUpdateWidget condition (https://github.com/rive-app/rive-flutter/issues/278)
d4c6dd4ab Add more helper functions
6a8f9e249 Fix tess for C++11 and add to github action (#4571)
c8b5fdadd More SIMD features
87f079a10 RawPath::Iter improvements
- Renamed CubicInterpolator to CubicEaseInterpolator so that CubicInterpolator can now be the base class for both CubicEaseInterpolator and CubicValueInterpolator.
- Added CubicValueInterpolator to cpp and Flutter runtimes.
- Test in cpp runtime for the new cubic value interpolation.
Diffs=
1e80ad08f Value Graph Export + Runtime Support!! (#4524)
c532f8658 Shorten harfbuzz/SheenBidi directory paths
312a6c778 Drop the runtime to C++11
de4fe4d71 export MAKE_SKIA_FILE from all top-level scripts that build Skia
75a6b74b8 Beef up testing in tools/*
79f98695a Don't show interactive download progress when premaking on bots
b7fd1d825 Move golden testing into tools/
I started adding Text features to rive_core and realized that the dependency structure is going to be very difficult to manage here. Here's why:
## rive_core
- has most of the runtime logic for things like IK, mesh, shapes, etc
## rive_flutter
- depends on rive_core (not directly but we transpile rive_core to rive_flutter)
- also includes the FFI/WASM text runtime
The problem is that rive_core needs the FFI/WASM text runtime. So we have a cyclic dependency. We've dealt with something similar (not quite as extreme) by abstracting things like nested artboards, but it gets very complex for a verbose API like the text one.
## rive_common
What this PR does is reworks a lot of shared logic like Math (Vec2D, Mat2D, etc), low-level text runtime (FFI/WASM), etc into a "rive_common" package. We've had shared packages before but none that have been shared by rive_flutter and rive_editor. I think it's finally time to bite the bullet here.
This will make it much easier to work through some of the obtuse abstraction patterns we've had to do to disambiguate if you're using a Vec2D from the runtime or the editor, for example.
Yes, this means we'll only have one set of math classes, one set of binary writer/readers, etc. I only did the bare minimum necessary to move text into rive_common in this first pass but we can do more as we go forward.
## TODO:
- [x] move Text WASM & FFI to rive_common
- [x] move Math used by text (Mat2D, Vec2D, TransformComponents, PathInterface, etc) to rive_common
- [x] move utilities used by text (binary reader/writer) to rive_common
- [x] fix core_generator and core_generator_runtime
- [x] fix github actions to use new paths
- [x] publish rive_common to pub.dev and unlist it
Diffs=
12c6ee130 rive_common package (#4434)
5a24e63d0 Initialize isClosed on TessRenderPath (#4431)
Uses it in the artboard title but also updates the flutter runtime massively to support FFI & WASM C++ Rive Text. PRing to let the tests run.
Diffs=
3be5ff0d8 Text (#4372)
90245a5e1 Fix the Android debug build
0a0f3c267 Fix for missing animation in a blend state. (#4415)
440512dca Add simd::if_then_else (#4403)
ec9fb5bfc Revert "Update SIMD booleans to use bitwise logic operators"
701d8dee2 Update SIMD booleans to use bitwise logic operators
e98b93a61 Add SIMD fallbacks for missing builtins
466f68e3a Add some more core math and SIMD functions