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Bunch of changes, i think its at the point where it will be helpful to get a review, there is a *lot* of outstanding work to do here, but i'm hoping that much of it can be done while this is in master but not enabled for uat yet. so @susan101566 and I can work through that set together, with smaller more targeted fixes and changes.
There are a couple of things i want to figure out to make sure we can merge this:
- is the Resolver approach going to work (library components resolve to real components)
- writing library assets into the parent needs a bit more love, it should not cause problems unless you're using libraries
- I want to do a small refactor on the exporter before merge to keep asset writing and asset index updates together as suggested by @susan101566. there's a larger refactor here but i think that can be done in due course.
- re-check editor-only deliniation
After refactoring those i also need to re-check that all these things still work, because chances are i've broken something in the meantime.
for
using a library in as a nested artboard &
using a library as part of using a nested artboard that contains a library
check
using a library animation
using a library stateMachine
using a library stateMachineInputs
we can key state machine input changes
we can trigger nested state machine input changes from teh state machine editor
using a library with assets
exporting all the above and view in cpp viewer
exporting all the above and view in dart viewer
There is a large list of items that need to be worked on beyond this. but hopefully we can do that more incrementally. this includes but is not limited to:
- object validations make sense
- the asset panel is interacting as we want
- right click menus make sense
- out of band loading works
- library api failures are handled
- refactor how we add library assets
- refactor asset exporting
- tracking
- smi paths'
Diffs=
9d8a7e81fa Libraries (#9255)
Co-authored-by: Arthur Vivian <arthur@rive.app>
Co-authored-by: Maxwell Talbot <talbot.maxwell@gmail.com>
Co-authored-by: Susan Wang <susan@rive.app>
54 lines
1.4 KiB
C++
54 lines
1.4 KiB
C++
#ifndef _RIVE_NESTED_INPUT_HPP_
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#define _RIVE_NESTED_INPUT_HPP_
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#include "rive/animation/nested_state_machine.hpp"
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#include "rive/animation/state_machine_input_instance.hpp"
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#include "rive/generated/animation/nested_input_base.hpp"
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#include <stdio.h>
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namespace rive
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{
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class NestedInput : public NestedInputBase
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{
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public:
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StatusCode onAddedDirty(CoreContext* context) override
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{
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StatusCode result = Super::onAddedDirty(context);
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auto parent = this->parent();
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if (parent != nullptr && parent->is<NestedStateMachine>())
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{
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parent->as<NestedStateMachine>()->addNestedInput(this);
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}
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return result;
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}
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virtual void applyValue() {}
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SMIInput* input() const
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{
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auto parent = this->parent();
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if (parent != nullptr && parent->is<NestedStateMachine>())
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{
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StateMachineInstance* smInstance =
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parent->as<NestedStateMachine>()->stateMachineInstance();
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if (smInstance == nullptr)
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{
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return nullptr;
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}
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auto inputInstance = smInstance->input(this->inputId());
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return inputInstance;
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}
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return nullptr;
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}
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const std::string name() const
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{
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auto smi = input();
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if (smi != nullptr)
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{
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return smi->name();
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}
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return std::string();
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}
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};
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} // namespace rive
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#endif |