2639 Commits

Author SHA1 Message Date
luigi-rosso
e16f4ba34d chore: unwrap rive::File for rive_native (#10442) 1fa625f5c9
* chore: unwrap rive::File for rive_native

* chore: fix wasm binding

Co-authored-by: Luigi Rosso <luigi-rosso@users.noreply.github.com>
2025-08-22 18:39:30 +00:00
luigi-rosso
08f276b192 feature: making rive::File rcp (#10439) 213f07ec13
* feature: making rive::File rcp

* fixes

* fix: recorder

Co-authored-by: Luigi Rosso <luigi-rosso@users.noreply.github.com>
2025-08-22 15:58:24 +00:00
JoshJRive
4e0836dbf9 Add background draw shader loading to GL, D3D11, and D3D12 (#10388) c681049169
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>
2025-08-22 04:00:47 +00:00
aliasbinman
5f295e110c Add shaders to SLN for renderer (#10435) 5188bbb7b1
* Add shaders to SLN for renderer

* Clang format

Co-authored-by: John White <aliasbinman@gmail.com>
2025-08-22 00:32:59 +00:00
aliasbinman
435f36c418 Add headers to premake lua files (#10434) b7038e078d
* Add headers to premake lua files

Co-authored-by: John White <aliasbinman@gmail.com>
2025-08-21 22:45:21 +00:00
csmartdalton
d22860883b feat(webgpu): Add support for the webgpu2 API (#10423) f27cb54942
Also update wagyu extensions.

Co-authored-by: Chris Dalton <99840794+csmartdalton@users.noreply.github.com>
Co-authored-by: Sam Magnuson <smagnuso@gmail.com>
2025-08-21 18:46:46 +00:00
philter
8c59e4e030 Artboard List items follow path (#10417) 68a608cfad
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>
2025-08-21 18:32:55 +00:00
bodymovin
039568f4d1 feature: add support for list based paths (#10409) fb374dcad4
* feature: add support for list based paths

Co-authored-by: hernan <hernan@rive.app>
2025-08-21 17:47:20 +00:00
bodymovin
bb6f7fa918 fix: skip pad conversion if text is empty (#10418) b00368b1c4
Co-authored-by: hernan <hernan@rive.app>
2025-08-21 13:58:08 +00:00
blakdragan7
9c1e897f67 feat(unreal android): Get build settings and goldens to build for unreal (#10413) 625123dbae
* 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>
2025-08-20 21:46:55 +00:00
aliasbinman
cf0c68cb0c Runtime profiler base (#10391) 4171e09f80
* Add profiling macros and optick profiler

* Update premake5_optick.lua

* Added more profiling markers

* Remove microprofiler option for now as not implemented

* Added more markers ro rendering code

* Update Optick build premake only for windows builds

* More build file changes for optick with windows

* Change how optick is built on windows

* Update premake5_v2.lua

* Update build files to use with_optick option

* Added ScopeName macro to appease ASAN

* Push to rekick jobs

* Delete ProfilerMacros.h

* Create profiler_macros.h

* Update path_fiddle.cpp

* Update fiddle_context.hpp

* Update for rename of header

* More header changes

* Update fiddle_context.hpp

* Update profiler_macros.h

* Update for clang format

* Update fiddle_context.hpp

* Update profiler_macros.h

* Update profiler_macros.h

* Changed premake values on Chris' comments

* Removed multiple define fro RIVE_OPTICK and now in rive_build_config.lua

* Added Optick URL and Version to rive_build_config

Co-authored-by: John White <aliasbinman@gmail.com>
2025-08-20 18:07:00 +00:00
luigi-rosso
570de5fb86 feature: hydrogen search improvements (#10412) f6d5d55b26
* feature: command+g/shift+command+g to find next/prev

* feature: add command+d to select word occurences

* fix: warning

* chore: cleanup

Co-authored-by: Luigi Rosso <luigi-rosso@users.noreply.github.com>
2025-08-20 16:04:07 +00:00
luigi-rosso
758112ca4c feature: add support for trigger properties from scripted viewmodels (#10399) ec342c1e4d
* 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>
2025-08-20 04:06:53 +00:00
csmartdalton
0875dfa10f feat(gl): Start using the EXT_shader_pixel_local_storage2 API (#10410) b16a5e5d70
This avoids a fullscreen draw to initialize PLS (when the v2 extension
available), and also works around an issue of corruption on PowerVR
Rogue GE8300.

Co-authored-by: Chris Dalton <99840794+csmartdalton@users.noreply.github.com>
2025-08-20 00:19:37 +00:00
philter
cbe400e5e0 Respect hug with all nested artboard and artboard list types (#10403) 7f3ed82d57
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>
2025-08-19 21:35:10 +00:00
csmartdalton
030fc738e3 fix(webgpu): Make sure PLS resolve triangles don't get culled (#10397) ef5760d69c
Co-authored-by: Chris Dalton <99840794+csmartdalton@users.noreply.github.com>
2025-08-18 16:56:55 +00:00
luigi-rosso
393955d1f6 feature: ability to unload/unregister a module (#10395) 9e2f6211d7
* feature: ability to unload/unregister a module

* feature: complete implementation into rive_native

Co-authored-by: Luigi Rosso <luigi-rosso@users.noreply.github.com>
2025-08-16 21:16:47 +00:00
philter
ae67ee1b86 Add support for non-layout constrained Artboard Lists (#10384) 520e01a0f2
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>
2025-08-15 22:58:24 +00:00
bodymovin
5579fa3c36 feat: add to number converter (#10390) 4d835a3637
add to number converter

Co-authored-by: hernan <hernan@rive.app>
2025-08-15 22:37:01 +00:00
luigi-rosso
9ed26c3f47 Feature: print statements + console (#10375) 81ddf4d6ee
Co-authored-by: Luigi Rosso <luigi-rosso@users.noreply.github.com>
2025-08-15 04:27:27 +00:00
luigi-rosso
fe4966b1d2 fix: use word joiner instead of line separator for breaks (#10381) cd13ab364d
* fix: use word joiner instead of line separator for breaks

* fix: whitespace detection bug

Co-authored-by: Luigi Rosso <luigi-rosso@users.noreply.github.com>
2025-08-14 20:57:23 +00:00
bodymovin
7ce10e40d9 make value bindable for rounded numbers (#10379) 891f1f5d81
make value bindable

Co-authored-by: hernan <hernan@rive.app>
2025-08-14 18:22:44 +00:00
bodymovin
954eaa6e23 fix: trigger adds dirt to listeners only when it is not reset (#10377) 760472b069
Co-authored-by: hernan <hernan@rive.app>
2025-08-14 18:09:23 +00:00
csmartdalton
3f6e5319f6 fix: Always use WGPUWagyuShaderLanguage_GLSLRAW on Wagyu/GLES (#10372) 0cc0b7e63c
Rive shaders tend to be long and prone to vendor bugs in the compiler.
Always send down the raw Rive GLSL sources when running on Wagyu/GLES,
which have various workarounds for known issues and are tested
regularly.

Co-authored-by: Chris Dalton <99840794+csmartdalton@users.noreply.github.com>
2025-08-14 00:38:27 +00:00
bodymovin
0d20fd51bc feature: add support for vertical alignment on text with ellipsis (#10365) 33ec7249cd
add support for vertical alignment on text with ellipsis

Co-authored-by: hernan <hernan@rive.app>
2025-08-13 21:21:09 +00:00
bodymovin
4d4daaf937 Nnnnn add datatypes to viewmodel instances (#10357) 3b0e14f50f
* feature: add data types to instance runtime values
* fix: validate type when returned from cache

Co-authored-by: hernan <hernan@rive.app>
2025-08-12 21:23:41 +00:00
JoshJRive
50fe759af5 Fix race condition in Metal background shader compiler (#10355) 92de3f0a1a
* Fix race condition in Metal background shader compiler

Setting an atomic variable outside of a std::condition_variable's corresponding mutex and then notifying the condition_variable has a subtle race condition, and the ordering of operations looks like this:

Thread A: acquire mutex
Thread A: check m_shouldQuit // it's false
Thread B: m_shouldQuit = true
Thread B: m_workAddedCondition.notify_all() // nothing is currently waiting on it so this does nothing
Thread A: m_workAddedCondition.wait() // now it's waiting, having just missed the above notification

Now thread A will wait forever because no more notifies to the condition_variable are coming and, in the case of this code, the call to m_compilerThread.join() will also wait forever (since the thread will never quit), so shutting down the renderer will never finish.

Instead, m_shouldQuit should only be set to true while in the mutex (because the check of its value and the subsequent .wait call also happen within the mutex, so this prevents them interleaving). This change fixes this.

* Minor formatting adjustment to make the github workflow tests re-run

Co-authored-by: JoshJRive <joshua@rive.app>
2025-08-12 21:06:11 +00:00
blakdragan7
1b70e1685f feat(RiveRenderer): Gamma Space Conversion (#10361) a61202f1c4
* Added conversion from gamma to linear space for situations where we can't control what our render target format is

* comment update

Co-authored-by: Jonathon Copeland <jcopela4@gmail.com>
2025-08-12 20:16:38 +00:00
philter
91aca39a4c Guard against percent margins on top level artboards (#10356) aef45767df
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>
2025-08-12 19:04:31 +00:00
luigi-rosso
d8cd657016 Feature: scripted data inputs (#10339) 8693175cee
* chore: reworking inputs and properties

* chore: syncing rive_native fixes

* feature: adding script input parameters

* feature: adding listeners

* chore: missed files

* feature: add/remove listeners

* chore: updating to latest luau

* chore: fix tests & colliding names

* fix: missing import

* chore: fix warnings

* feature: guard against change during iteration

* chore: fix boolean warning

* fix: handle error reports from builtin types

Co-authored-by: Luigi Rosso <luigi-rosso@users.noreply.github.com>
2025-08-11 23:05:37 +00:00
bodymovin
24f3830945 make more constraint values bindable (#10351) 9674376769
Co-authored-by: hernan <hernan@rive.app>
2025-08-11 18:56:17 +00:00
bodymovin
ac79ddcf6d feature: add support for custom enum properties (#10345) 21b8ce84f4
* feature: add enum custom property support

Co-authored-by: hernan <hernan@rive.app>
2025-08-10 23:23:03 +00:00
csmartdalton
bbb6b9e102 fix: Work around a bug in the Mali T720 compiler (#10340) 59aa55b5d0
Co-authored-by: Chris Dalton <99840794+csmartdalton@users.noreply.github.com>
2025-08-08 18:06:26 +00:00
bodymovin
f8d5b02548 fix: treat artboard as layout for hit testing inheritance (#10341) 583274d7b9
* fix: treat artboard as layout for hit testing inheritance

Co-authored-by: hernan <hernan@rive.app>
2025-08-08 17:51:59 +00:00
bodymovin
f99b9b363c feature: add support for firing triggers on state transitions (#10329) cc34f96631
* feature: add support for fiiring triggers on state transitions

Co-authored-by: hernan <hernan@rive.app>
2025-08-08 07:20:20 +00:00
bodymovin
3db0a8dff7 add support to data bind solos by index and name (#10337) 64f828c9a2
Co-authored-by: hernan <hernan@rive.app>
2025-08-08 06:33:01 +00:00
philter
27e81b2a43 Support for Triggers in Custom property groups (#10322) 9af6af0361
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>
2025-08-08 01:49:24 +00:00
luigi-rosso
c4420c2afc Update unit test build/run scripts to use build_rive.sh (#10320) 4bd8c63b93
* 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>
2025-08-07 22:50:11 +00:00
bodymovin
633f7bcb85 fix nested events conflicting with parent events (#10326) 51f1f66e31
Co-authored-by: hernan <hernan@rive.app>
2025-08-06 19:27:37 +00:00
bodymovin
27a0028f17 add support for view model trigger based listeners (#10323) e7ef71b568
Co-authored-by: hernan <hernan@rive.app>
2025-08-06 18:29:54 +00:00
bodymovin
ab86fa1075 add advanced phase to render loop (#10318) af18705be2
* add reset phase to render loop

Co-authored-by: hernan <hernan@rive.app>
2025-08-05 23:15:39 +00:00
bodymovin
6f9821b970 support setting bindable artboard from data bind (#10317) 559f237078
Co-authored-by: hernan <hernan@rive.app>
2025-08-05 20:28:33 +00:00
philter
ac160033db Prevent pointer events when interacting with scroll view (#10251) 40592c7963
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>
2025-08-05 17:50:48 +00:00
csmartdalton
6fa5c20b64 fix: WebGPU housekeeping (#10313) 210c1fd176
Updating premake introduced a couple issues. Fix them and add a windows
webgpu builder to CI. Also move wagyu extension wrangling down into the
core webgpu renderer so individual clients don't have to think about it.

Co-authored-by: Chris Dalton <99840794+csmartdalton@users.noreply.github.com>
2025-08-05 16:35:36 +00:00
csmartdalton
b339225f6e chore: Update rive_native to use build_rive.sh (#10290) 5d511c6c4c
We just had to update premake5, so now is a good time to finish
consolidating around build_rive.sh.

Co-authored-by: Chris Dalton <99840794+csmartdalton@users.noreply.github.com>
2025-08-05 03:21:23 +00:00
luigi-rosso
e1faf5fc38 feature: ViewModel scripted definitions (#10301) 5678d967c7
* feature: system generated code

* working on input viewmodels/enums

* missed files

* fix: autocomplete with old solver

* fix: report types in autocomplete

* add property path solver

* chore: adding nested artboard databind test

* feature: use property solver for scripted inputs

* chore: cleanup

* chore: fix analysis warnings

* chore: missed file

* chore: fixing warnings

* fix test

Co-authored-by: Luigi Rosso <luigi-rosso@users.noreply.github.com>
2025-08-04 15:23:32 +00:00
csmartdalton
18dd7545b8 chore: Update audio_preview_generator to use build_rive.sh (#10285) fba1987016
chore: Update audio_preview_generator to use build_rive.sh

Let's keep our premake setup & building all in one place.
Also update peon_audio_worker Dockerfile.

Co-authored-by: Arthur Vivian <arthur@rive.app>
Co-authored-by: Chris Dalton <99840794+csmartdalton@users.noreply.github.com>
2025-08-01 17:51:19 +00:00
csmartdalton
7f3d8d96bf build: Fix premake5 build on macOS Sequoia (#10263) b4298b861b
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>
2025-07-31 00:27:07 +00:00
dskuza
889de521f5 fix(apple): copy symbolic traits when using core text fallback (#10260) f9b4941afd
Co-authored-by: David Skuza <david@rive.app>
2025-07-30 20:03:46 +00:00
luigi-rosso
702faecc7c feature: script inputs (#10267) 3d15aeda55
* 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>
2025-07-30 16:11:55 +00:00