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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 Co-authored-by: Chris Dalton <99840794+csmartdalton@users.noreply.github.com> Co-authored-by: Luigi Rosso <luigi-rosso@users.noreply.github.com>
42 lines
1.1 KiB
Markdown
42 lines
1.1 KiB
Markdown
# Rive Renderer
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The Rive Renderer is a vector and raster graphics renderer custom-built for Rive content, for animation, and for runtime.
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This directory contains the renderer code and an example for how to interface with it directly. It contains the best in class concrete implementation of Rive's rendering abstraction layer, which we call the Rive Renderer.
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## Clone the rive-runtime repo
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```
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git clone https://github.com/rive-app/rive-runtime.git
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cd rive-runtime/renderer
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```
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## Add build_rive.sh to $PATH
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```
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export PATH="$PATH:$(realpath ../build)"
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```
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## Build & run
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```
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build_rive.sh release
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out/release/path_fiddle [/path/to/my.riv]
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```
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## Build & serve for WebGL2
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```
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build_rive.sh ninja wasm release
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cd out/wasm_release
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python3 -m http.server 5555
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```
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## Helpful keys
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- `h`/`H`: add/subtract copies to the left and right (only when a .riv is provided)
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- `j`/`J`: add/subtract copies below (only when a .riv is provided)
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- `k`/`K`: add/subtract copies above (only when a .riv is provided)
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- `p`: pause runtime (for benchmarking the renderer in isolation)
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- `a`: toggle "atomic" mode
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