When the system fails to interpret the expression code,
it forcibly disables the feature per property.
This improvement enhances stability and performance
by avoiding reckless attempts to interpret JavaScript code.
When we confirm the full stability with expressions,
we can revert this code.
The current development of the expression engine is experimental.
It does not support multi-threading.
Therefore, when tvg::Initializer::init() is configured
with more than one thread, expressions will be automatically disabled.
issue: https://github.com/thorvg/thorvg/issues/1640
These internal methods have been introduced to search for content within
an object (parent) using a given parameter (name or index).
- LottieLayer* LottieGroup::asset(const char* name)
- LottieLayer* LottieComposition::asset(const char* name)
- LottieLayer* LottieComposition::layer(uint16_t id)
- LottieLayer* LottieComposition::layer(const char* name)
This converts the frame number to the corresponding time.
- float LottieComposition::timeAtFrame(float frameNo)
introduced the JerryScript engine to interpret Lottie
expressions, enhancing the capability to support runtime
programmable animation logic within Lottie expressions
spec. This feature, based on js scripting, represents
the most complicated addition to the Lottie spec so far.
ThorVG probably could includes an option to toggle
this feature at build time, allowing for customizable user
configurations according to specific requirements.
removed unused features for the optimal size:
- DEBUGGER
- MEM_STATS
- SNAPSHOT
- BUILTIN_JSON
- BUILTIN_PROXY
- BUILTIN_REFLECT
- BUILTIN_ATOMICS
- PROMISE_CALLBACK
- MODULE_SYSTEM
- SYSTEM_PORT
This is an experimental version.
Please manually enable the 'lottie-expressions' in meson.build
when you wish to use it.
See: https://jerryscript.net/
A single animation might have a desinated markers with naming: 0 ~ 0.5 (sector A), 0.5 ~ 1.0 (sector B). Selecting one of them using a marker name(sector A) and could play only that part with animation controllers.
usage:
- `animation->segment("sectionA") // Named segment(Marker)`
- `auto cnt = animation->markerCnt()`
- `auto name = animation->markers(index)`
- `animation->segment(0, 0.5) // Segment`
- `animation->segment(&begin, &end)`
Co-authored-by: Jinny You <jinny@lottiefiles.com>
Currently, tvg ignores the frame value if the difference
is less than 0.001. In most cases, updating the frames
when the change is less than 1ms is just an unnecessary
burden on the system.
Instead, this ensures that the perfect last frame is reached.
issue: https://github.com/thorvg/thorvg/issues/2147
This correction addresses the drawing order of
objects when a group contains a TrimPath and
is merging shapes.
Additionally, the TrimPath method is can applied
to the engine to control the drawing behavior by
7f3dc541d6b7abcdc03facd884489f37c327fd98
issue: https://github.com/thorvg/thorvg/issues/2047
this optimization nicely merges shapes
when a child group has a only (transformed) pathes.
this also fixes the following compatibility issue nicely.
issue: https://github.com/thorvg/thorvg/issues/2061
removed unused static condition.
static was prepared for optimization,
but not used at all.
we will revisit this later when time permits.
binary size: -6kb
When lottie is broken and provides invalid gradient, the program crashes in segmentation fault.
At that time, in the `populate` function, `ColorStop& color` doesn't have `input` but tries to use it.
Added checking nullptr logic. The function `populate` will not proceed and return 0 in that case.
related issue: #2072
Slot overriding tries to set property via the `LottieObject`. It potentially causes unexpected changes.
Revised the `override` function. The purpose of this patch is to aim atomic property to be overriden.
Implemented the ability to revert Lottie slots by calling override with nullptr.
This functionality allows for the complete reversal of applied slots.
usage:
- `animation->override(nullptr)`
Co-Authored-By: Hermet Park <hermet@lottiefiles.com>
When image data fails to load or image parsing fails,
the id is leaked without being assigned to the name.
To prevent that, free id value when obj is nullptr.
related issue: https://github.com/thorvg/thorvg/issues/2072
BrokenLottie.7z/test3_IDX_130_RAND_18289244608080059871.json
BrokenLottie.7z/test3_IDX_131_RAND_7772102071213376276.json
BrokenLottie.7z/test3_IDX_132_RAND_3072617087893397532.json
BrokenLottie.7z/test3_IDX_134_RAND_17738488813555566674.json
BrokenLottie.7z/test3_IDX_137_RAND_13903188963759129023.json
BrokenLottie.7z/test3_IDX_138_RAND_1645404078965858130.json
When json file is invalid in the parser,
the LottieComposition object is not released and the parse() returns false.
To prevent memory leaks, free the memory before returning false.
related issue : https://github.com/thorvg/thorvg/issues/2070
error: storing the address of local variable 'context' in '*this.LottieParser::context' [-Werror=dangling-pointer=]
1255 | this->context = &context;
issue: https://github.com/thorvg/thorvg/issues/2051