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			* refactor!(flutter): scaling with dpr on Rive Renderer * refactor(flutter)!: render object texture creation and paint * chore(editor): fix dragon login mouse follow * docs(flutter): update CHANGELOG * feat(flutter): apply transform scaling on RivePanel * chore(flutter): remove repaint boundary to fix goldens data bind artboards rcp file (#10214) c542b9b7ac * make file ref counted * migrate File to refcnt * add bindable artboard class to keep file reference * feat(unity): support rcp file and BindableArtboard class (#10228) * refactor(apple): use updated file bindable artboard apis (#10229) * update command queue to support bindable artboards * use bindable artboards on command queue * self manage view model instances in js runtime * change remaining viewModelInstanceRuntimes to rcp * refactor(apple): update view model instances to use rcp (#10298) * refactor(unity): support rcp ViewModelInstanceRuntime (#10309) * rebase fix * deprecate getArtboard in favor of getBindableArtboard * fix merge * remove unused lambda capture * fix rive binding * feat(Android): RCP File, VMI, and add bindable artboards (#10456) * refactor: C++ refactors - Import from long (incorrect) -> jlong - Header clang-tidy fix - Use reinterpret_cast instead of C-style cast - Break out some variables instead of long one liners - Use auto - Remove unused env and thisObj # Conflicts: # packages/runtime_android/kotlin/src/main/cpp/src/helpers/general.cpp * docs: Improve documentation on the File class * feat: Support bindable artboard type and RCP VMIs # Conflicts: # packages/runtime_android/kotlin/src/androidTest/java/app/rive/runtime/kotlin/core/RiveDataBindingTest.kt * feat: Support RCP files * refactor: Change from +1/-1 ref to just release * fix: Moved to the more appropriate null pointer for GetStringUTFChars * replace unref with release test: Add an android_gms_vulkan run to browserstack (#10669) f7613dbf35 Vulkan is ready to stabilize. Let's get it on our nightly runs. Also disable "atomic" mode on Android unless requested explicitly. Barriers tend to be expensive on Android and MSAA is usually cheap; let's stabilize MSAA first. fix(vk): Properly preserve render targets when using MSAA (#10630) 5df1a42463 * fix(vk): Properly preserve render targets when using MSAA Unfortunately, Vulkan does not provide a mechanism to initialize our (transient) MSAA texture with the contents of the (non-MSAA) renderTarget texture at the beginning of a render pass. To work around this limitation while supporting LoadAction::preserveRenderTarget, we literally draw the previous render target contents into the framebuffer at the beginning of the pass. * Fix one more barrier fix(vk, d3d12): Properly apply draw batch barriers on pipeline failures (#10667) 5efb71a88a If a pipeline failed to acquire for a draw batch that required barriers of any kind, we were skipping the barriers as well as attempting to draw. Now the code will apply the barriers and only skip drawing. chore: add pointer exit support (#10595) d999d6a22c * add pointer exit support scripting: color and string view model property (#10663) 3acbdfcba7 Description Adds support for passing a string and color vm property to the scripting engine. Adds support for defining color and string as inputs. feat: Integrate glfw into the premake build (#10656) 653c8c6040 Build GLFW with premake instead of requiring the user to call out into a custom script thatbuses their cmake. feat(scripting): split code panels (#10655) 9d8b49152e * feature(scripting): command palette * feature: adding split pane saving * chore: update to latest luau * fix: pixel correct scrollbars * feature: reload scroll position of script pane * feature: module titles on panes * chore: merging command palettes * fix: cleanup * chore: refactor searchbar tests * fix: failing test * chore: cleanup * chore: cleanup * chore: cleanup unused commented code * feature: hover for command palette items * chore: cleanup mocks Fix MSVC toolchain path_fiddle builds (#10661) 0f0d7c5f81 Our MSVC builds are building with C++latest (instead of C++17), and what that means is that filesystem::path::u8string returns a std::u8string instead of std::string (see https://en.cppreference.com/w/cpp/filesystem/path/string.html), causing a compilation failure for the shader hotload rebuild command. This change adds back in the reinterpret_cast to a char pointer (but still stores the temp string correctly). Add loop option to GM (#10649) 0121fd0174 * add loopCount * add static * Update gmmain.cpp * Change while to for Co-authored-by: Gordon <pggordonhayes@gmail.com>
		
			
				
	
	
		
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			Dart
		
	
	
	
	
	
			
		
		
	
	
			24 lines
		
	
	
		
			683 B
		
	
	
	
		
			Dart
		
	
	
	
	
	
| export 'animation_painter.dart';
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| export 'databinding.dart';
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| export 'databinding_artboards.dart';
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| export 'databinding_images.dart';
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| export 'databinding_lists.dart';
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| export 'events.dart';
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| export 'hit_test_behaviour.dart';
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| export 'inputs.dart';
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| export 'pause_play.dart';
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| export 'network_asset.dart';
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| export 'out_of_band_assets.dart';
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| export 'out_of_band_assets_cached.dart';
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| export 'responsive_layouts.dart';
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| export 'rive_audio.dart';
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| export 'rive_widget.dart';
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| export 'rive_widget_builder.dart';
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| export 'rive_panel.dart';
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| export 'state_machine_painter.dart';
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| export 'text_runs.dart';
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| export 'ticker_mode.dart';
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| export 'time_dilation.dart';
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| export 'todo.dart';
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| export 'transform.dart';
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