* removed aborts and properly handle the error case instead. Don't use printf because nslog allows for proper output to log files in ios
* more converts to nslog
* made checks more specific
* Wiring up multiple synthesized failure types
* Wiring through the new synthesized failure modes to D3D11, 12, and GL
* Move the Metal ubershaderLoad failure synthesis to a better spot
* clang format
* Missed wrapping a variable in #ifdef WITH_RIVE_TOOLS
* Correction: missed *multiple* #ifdef WITH_RIVE_TOOLSes
* Still more
* Testing to see if the D3D12/GL errors are related to the ubershaderLoad synthesis or not
* Removing additional pieces of the testing to see what's causing the issues
* It's important to write your preprocessor directives correctly 🙃
* Trying to figure out what the fence value is that is coming out wrong on the D3D12 tests and why GL is failing
* trying something dumb to see if this re-breaks the oneplus7
* Split the render test up into three tests to see if it is any better on the oneplus7
* Trying to see where the d3d12 device is getting removed (and why), and also what happens if I run 2 of the same synth test on oneplus7
* Sorry everyone it's effectively printf debugging time 🫤
* Changed the CreateEvent call to see if that works for D3D12 and also more printing for GL
* More
* Okay testing some other dumb stuff - this might resolve oneplus 7, still no idea on D3D12 yet
* Testing an alternate fix for the oneplus7 issue plus a different initial frame value for the copy fence
* Adding a comment before push
* Clean up the testing code (the D3D and oneplus7 issues are fixed but now there's a GL issue on windows. sigh.
* clang format again
I'm good at this lol
* Okay I think this will fix the windows GLFW issue at the cost of it might break all the android tests or something (but I hope not!)
* Now debugging why glfw window creation is failing for windows unit tests
* Okay this should "fix" the GL issues on github by just not creating a GL window if GL is not supported.
* Some minor cleanup
* Clarifying a comment, mostly to get the tests to re-kick
Co-authored-by: Jonathon Copeland <jcopela4@gmail.com>
Co-authored-by: Josh Jersild <joshua@rive.app>
Floating point color buffers are only supported via extensions in GL.
Previously, the feather atlas would just break when this functionality
wasn't present.
This PR adds support for multiple different AtlasTypes that make use of
various GL extensions to render the atlas. As a final resort, if none of
the other extensions are available, it can split coverage up into rgba8
compoments. This mode works on unextended GL at the cost of quality.
Co-authored-by: Chris Dalton <99840794+csmartdalton@users.noreply.github.com>
Set up http and websocket servers in deploy_tests.py that allow us to
communicate with the remote wasm app similarly to how we communicate
with android & ios devices. Add a "-w" target to check_golds.sh that
kicks tests off in the default browser.
Co-authored-by: Chris Dalton <99840794+csmartdalton@users.noreply.github.com>
This PR skips parent shape AABB tests when hittesting components. There was an issue following recent updates to walk up parent tree when performing hit tests which would prevent objects nested inside shapes from being hit due to trying to AABB test the parent shapes in cases where the shape had no path or the path did not overlap with the listening component.
Co-authored-by: Philip Chung <philterdesign@gmail.com>
This adds AsyncPipelineStateManager to the render code, which handles the background processing of draw shader creation (not, at the moment, other shader types...there's no reason those couldn't be added as well, but this seemed the biggest target).
If a given shader has not been compiled yet, we will fall back on an ubershader version with all features enabled
the ubershader version will be compiled synchronously if it does not exist yet
For the D3Ds, this is done with a background thread that compiles the shaders.
GL, however, does not seem to play nice with background threading shader creation. But what it does have is the KHR_parallel_shader_compile extension, which basically lets the driver create threads in the background and thread the shader compilation.
The shader manager, in this case, needs to poll the completion state every time the shader is requested and potentially push the compilation along to the next stage (i.e. once linkProgram has completed, then we can do the rest of our setup)
If KHR_parallel_shader_compile is not supported (for instance, with WebGL on Firefox) then shader compilation will just happen synchronously (I could not find a clear way to thread the GL shader creation, but I would happily add it as a fallback if there is a way)
This change also updates our GLAD loader to version 2.0.8 (from 0.1.36!), which had some API changes.
Co-authored-by: JoshJRive <joshua@rive.app>
Adds support for list items to be rendered on a path when a Follow Path constraint is applied to the Artboard list. Currently, the items will be evenly spaced on the path between 0 and Distance (which is set on the Follow path constraint). For example, with Distance set to 100%, items will be spaced between the start and end of the path. With Distance set to 50%, items will be spaced between the start and half the distance (length) of the path.
feat: Bump clang-format to v19 (#10429) 270034cbcd
Co-authored-by: Chris Dalton <99840794+csmartdalton@users.noreply.github.com>
Co-authored-by: Philip Chung <philterdesign@gmail.com>
* updated build script to look for android sdk unreal expects
* proper platform settings for unreal android
* made check golds work with unreal android
Co-authored-by: Jonathon Copeland <jcopela4@gmail.com>
* feature: add support for trigger properties from scripted viewmodels
* fix: memory usage test
* feature: adding trigger as an input
* chore: fix warnings
* feature: allow calling trigger fire() from scripts
Co-authored-by: Luigi Rosso <luigi-rosso@users.noreply.github.com>
A customer requested feature, previously when using node or leaf type nested artboards, we would always render using the fixed artboard size (even if the artboard was set to hug). This modifies the behavior so that if the Artboard is set to hug, we respect that. This also applies to the newly implemented artboard lists when not in layout mode.
Co-authored-by: Philip Chung <philterdesign@gmail.com>
* feature: ability to unload/unregister a module
* feature: complete implementation into rive_native
Co-authored-by: Luigi Rosso <luigi-rosso@users.noreply.github.com>
This PR adds support for Artboard List items that can be positioned directly using DataBinding by binding to the x & y property values of the Artboard itself. Currently, the behavior is that if the artboard list is a child of a layout, it will apply layout rules, but if its a child of a group or solo, it will allow control of its position through binding.
Co-authored-by: Philip Chung <philterdesign@gmail.com>
We need to prevent percent margin from being set on Artboards because percent margin relies on the layout parent's dimensions. Since an Artboard has no parent, it results in an error within Yoga and a crash.
Co-authored-by: Philip Chung <philterdesign@gmail.com>
Adds support for Triggers in Custom Property Groups. This will allow triggers to be keyframed, which can also be bound to ViewModel triggers. Currently an event has to be fired on the timeline in order to fire a ViewModel trigger via a listener.
Co-authored-by: Philip Chung <philterdesign@gmail.com>
* Update unit test scripts to use build_rive.sh
The unit test test.bat and test.sh were doing their own ad-hoc building instead of using build_rive. This updates test.sh to call build_rive.sh for the build. This script could probably be pared down further but I did not want to break any of the existing command line arguments that people are probably using.
Additionally, test.bat did not have up-to-date build flags in it, so now it does a similar Windows development environment setup to build_rive.bat and then calls directly into test.sh, so it won't get out of sync with the main script anymore.
* Additional test.sh changes
- There was a block of code that I could have removed but didn't (made redundant by the call to build_rive)
- Add build_rive's parent directory to the path before calling it (will fix the test failing on Linux)
- Removed the `sh` before build_rive.sh as it does not need to be shell invoked.
* The pr_unit_tests.yaml execution for Mac needed to do a clean furing the asan build
because it had already done a build without asan before, the change to build_rive means that we now catch the premake parameter change (adding asan), and so clean needs to happen for that build to be correct.
* For now, move the build_rive.sh call into the two branches that previously had the build calls (linux, for instance, does not build, which seems incorrect given the github workflow is trying to run it.
* Adding a note to test.sh to describe why the build_rive script is called in the way it is (vs. the obvious way)
* Additional unit test script fixes (unifying windows build further, and some warnings)
- Add the ability to specify a toolset on the command line (i.e. "--toolset=msc") that will get passed along to build_rive (thus making the 'clang' toolset in the windows build only a default)
- Update the unit_test_windows and unit_test_windows_msvc entries in the github unit test workflows to call test.bat now (which required combining the build/run steps, but this matches all the other configurations)
- Also added some additional parameter validation, mainly warnings on ignored/unsupported parameters
Co-authored-by: JoshJRive <joshua@rive.app>
Currently, when items are inside a scroll view, when the scroll view is dragged and released, the item's click event will still trigger its listener if the same item is hovered. This adds a way to disable pointer events. In this implementation, when a scroll drag begins, we set the GestureClickPhase to disabled which prevents clicks from being captured.
Co-authored-by: Philip Chung <philterdesign@gmail.com>
It looks like the premake5 "v5.0.0-beta3" tag isn't compatible with
Sequoia 15.4.1. Bump our tag to v5.0.0-beta7 and update the deprecated
features we had been using.
Also fix the script to rebuild if the premake5 binary doesn't exist.
Before it only checked if the parent "premake-core" directory existed,
so if a build had failed previously, build_rive.sh would fail forever
without ever attempting to build premake5 again.
Co-authored-by: Chris Dalton <99840794+csmartdalton@users.noreply.github.com>
Co-authored-by: Jonathon Copeland <jcopela4@gmail.com>
* feature: detection of implemented type arguments
* fixing highlight of type union
* feature: custom properties
* feature: working on scripted properties refactor
* feature: working on inputs and outputs
* chore: working on crash
* fix: fixes crash issue with luau
* feat: working on inputs
* chore: allow using old solver
* chore: missed json file
* chore: missing files & cleanup
* chore: missed sriv file
* chore: fixing unused var
* chore: fix read not supported with old solver, and core collision
* fix: use different script update flag
Co-authored-by: Luigi Rosso <luigi-rosso@users.noreply.github.com>
* chore: explicit vec2D.xy and origin
* chore: reworking color api
* chore: refactor mat2d
* chore: add paint.with and paint.new
* feature: working on exposing builtin definitions
* chore: cleanup
* fix: removing unused var
* fix: bad api call
* chore: missed file
Co-authored-by: Luigi Rosso <luigi-rosso@users.noreply.github.com>
* fix: recursively check whether an artboard is its ancestor before using it as the source of a nested artboard
Co-authored-by: hernan <hernan@rive.app>