RiveAnimationView

This view aims to provide the most straightforward way to get Rive graphics into your application.

Simply add the view to your activity and you are good to go!

Very simple animations can be configured completely from a layout file. We also expose a thin API layer to allow more control over how animations are played.

All of this is built upon the C++ wrappers under the app.rive.runtime.kotlin.core namespace which can be used directly for the most flexibility.

Constructors

Link copied to clipboard
constructor(context: Context, attrs: AttributeSet? = null)
constructor(builder: RiveAnimationView.Builder)

Types

Link copied to clipboard
class Builder(context: Context)
Link copied to clipboard
object Companion
Link copied to clipboard
class RendererAttributes(alignmentIndex: Int = alignmentIndexDefault, fitIndex: Int = fitIndexDefault, loopIndex: Int = loopIndexDefault, rendererIndex: Int = rendererIndexDefault, var autoplay: Boolean, var autoBind: Boolean = false, var riveTraceAnimations: Boolean = false, var artboardName: String?, var animationName: String?, var stateMachineName: String?, var resource: ResourceType?, var assetLoader: FileAssetLoader? = null)

Tracks the renderer attributes that need to be applied to this View within its lifecycle.

Properties

Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open var alpha: Float
Link copied to clipboard
open var animation: Animation?
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard

Getter/Setter for the currently loaded artboard name. Setting a new name will load the new artboard and, depending on autoplay, play them.

Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open val autofillHints: Array<out String?>??
Link copied to clipboard
Link copied to clipboard
open val autofillType: Int
Link copied to clipboard
Link copied to clipboard

Getter/Setter for autoplay.

Link copied to clipboard
open var background: Drawable?
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open val baseline: Int
Link copied to clipboard
open val bitmap: Bitmap?
Link copied to clipboard
var bottom: Int
Link copied to clipboard
Link copied to clipboard
open var clipBounds: Rect?
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open val defaultAutoplay: Boolean = true
Link copied to clipboard
open val display: Display?
Link copied to clipboard
Link copied to clipboard
open val drawingCache: Bitmap?
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open val drawingTime: Long
Link copied to clipboard
open var elevation: Float
Link copied to clipboard
open val explicitStyle: Int
Link copied to clipboard
val file: File?

Getter for the loaded Rive file.

Link copied to clipboard
Link copied to clipboard
var fit: Fit
Link copied to clipboard
Link copied to clipboard
open var focusable: Int
Link copied to clipboard
open var foreground: Drawable?
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open val handler: Handler?
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
val height: Int
Link copied to clipboard
Link copied to clipboard
open var id: Int
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open val isDirty: Boolean
Link copied to clipboard
Link copied to clipboard
open var isEnabled: Boolean
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open val isFocused: Boolean
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open var isHovered: Boolean
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open val isLaidOut: Boolean
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open var isOpaque: Boolean
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard

Check if the animation is currently playing.

Link copied to clipboard
Link copied to clipboard
open var isPressed: Boolean
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open val isShown: Boolean
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open var labelFor: Int
Link copied to clipboard
open val layerType: Int
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard

The scale factor to use for Fit.LAYOUT. If null, it will use a density determined by Rive (automatic).

Link copied to clipboard

The automatic scale factor set by Rive. This value will only be used if layoutScaleFactor is null.

Link copied to clipboard
var left: Int
Link copied to clipboard
open val matrix: Matrix?
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open var minimumHeight: Int
Link copied to clipboard
open var minimumWidth: Int
Link copied to clipboard

Whether multitouch is enabled. When false, only the primary pointer (index 0) will be processed; additional fingers will be ignored.

Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open var nextFocusUpId: Int
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open val overlay: ViewOverlay?
Link copied to clipboard
Link copied to clipboard
open val paddingBottom: Int
Link copied to clipboard
open val paddingEnd: Int
Link copied to clipboard
open val paddingLeft: Int
Link copied to clipboard
open val paddingRight: Int
Link copied to clipboard
open val paddingStart: Int
Link copied to clipboard
open val paddingTop: Int
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open var pivotX: Float
Link copied to clipboard
open var pivotY: Float
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open val resources: Resources?
Link copied to clipboard
Link copied to clipboard
var right: Int
Link copied to clipboard
Link copied to clipboard
open val rootView: View?
Link copied to clipboard
Link copied to clipboard
open var rotation: Float
Link copied to clipboard
open var rotationX: Float
Link copied to clipboard
open var rotationY: Float
Link copied to clipboard
open var scaleX: Float
Link copied to clipboard
open var scaleY: Float
Link copied to clipboard
Link copied to clipboard
open var scrollBarSize: Int
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open val solidColor: Int
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open var tag: Any?
Link copied to clipboard
open var textAlignment: Int
Link copied to clipboard
open var textDirection: Int
Link copied to clipboard
Link copied to clipboard
var top: Int
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard

Whether the view should absorb touch events. By default the view will not allow any touch events to views behind it. Set to true to allow for this behavior.

Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open var visibility: Int
Link copied to clipboard
val width: Int
Link copied to clipboard
open val windowId: WindowId?
Link copied to clipboard
Link copied to clipboard
open val windowToken: IBinder?
Link copied to clipboard
Link copied to clipboard
open var x: Float
Link copied to clipboard
open var y: Float
Link copied to clipboard
open var z: Float

Functions

Link copied to clipboard
open fun addChildrenForAccessibility(outChildren: ArrayList<View?>?)
Link copied to clipboard
Link copied to clipboard
open fun addExtraDataToAccessibilityNodeInfo(info: AccessibilityNodeInfo, extraDataKey: String, arguments: Bundle?)
Link copied to clipboard
open fun addFocusables(views: ArrayList<View?>?, direction: Int)
open fun addFocusables(views: ArrayList<View?>?, direction: Int, focusableMode: Int)
Link copied to clipboard
open fun addKeyboardNavigationClusters(views: Collection<View?>, direction: Int)
Link copied to clipboard
open fun addTouchables(views: ArrayList<View?>?)
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open fun autofill(values: SparseArray<AutofillValue?>)
open fun autofill(value: AutofillValue?)
Link copied to clipboard
open fun bringToFront()
Link copied to clipboard
open fun buildDrawingCache(autoScale: Boolean)
Link copied to clipboard
open fun buildLayer()
Link copied to clipboard
open fun callOnClick(): Boolean
Link copied to clipboard
Link copied to clipboard
open fun cancelLongPress()
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open fun canScrollHorizontally(direction: Int): Boolean
Link copied to clipboard
open fun canScrollVertically(direction: Int): Boolean
Link copied to clipboard
Link copied to clipboard
open fun clearAnimation()
Link copied to clipboard
open fun clearFocus()
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open fun computeScroll()
Link copied to clipboard
open fun computeSystemWindowInsets(in: WindowInsets?, outLocalInsets: Rect?): WindowInsets?
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open fun dispatchDisplayHint(hint: Int)
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open fun dispatchKeyEvent(event: KeyEvent?): Boolean
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open fun dispatchNestedFling(velocityX: Float, velocityY: Float, consumed: Boolean): Boolean
Link copied to clipboard
open fun dispatchNestedPreFling(velocityX: Float, velocityY: Float): Boolean
Link copied to clipboard
open fun dispatchNestedPreScroll(dx: Int, dy: Int, consumed: IntArray?, offsetInWindow: IntArray?): Boolean
Link copied to clipboard
open fun dispatchNestedScroll(dxConsumed: Int, dyConsumed: Int, dxUnconsumed: Int, dyUnconsumed: Int, offsetInWindow: IntArray?): Boolean
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open fun dispatchScrollCaptureSearch(localVisibleRect: Rect, windowOffset: Point, targets: Consumer<ScrollCaptureTarget?>)
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open fun dispatchUnhandledMove(focused: View?, direction: Int): Boolean
Link copied to clipboard
Link copied to clipboard
open fun dispatchWindowVisibilityChanged(visibility: Int)
Link copied to clipboard
fun draw(canvas: Canvas)
Link copied to clipboard
Link copied to clipboard
open fun findFocus(): View?
Link copied to clipboard
fun <T : View?> findViewById(id: Int): T?
Link copied to clipboard
open fun findViewsWithText(outViews: ArrayList<View?>?, searched: CharSequence?, flags: Int)
Link copied to clipboard
fun <T : View?> findViewWithTag(tag: Any?): T?
Link copied to clipboard
fun fireState(stateMachineName: String, inputName: String)

Fire an SMITrigger input.

Link copied to clipboard
fun fireStateAtPath(inputName: String, path: String)

Fire an SMITrigger input.

Link copied to clipboard
open fun focusSearch(direction: Int): View?
Link copied to clipboard
open fun forceHasOverlappingRendering(hasOverlappingRendering: Boolean)
Link copied to clipboard
open fun forceLayout()
Link copied to clipboard
Link copied to clipboard
open fun generateDisplayHash(hashAlgorithm: String, bounds: Rect?, executor: Executor, callback: DisplayHashResultCallback)
Link copied to clipboard
Link copied to clipboard
open fun getDrawingRect(outRect: Rect?)
Link copied to clipboard
open fun getFocusables(direction: Int): ArrayList<View?>?
Link copied to clipboard
open fun getFocusedRect(r: Rect?)
Link copied to clipboard
open fun getGlobalVisibleRect(r: Rect?, globalOffset: Point?): Boolean
Link copied to clipboard
open fun getHitRect(outRect: Rect?)
Link copied to clipboard
Link copied to clipboard
open fun getLocationInSurface(location: IntArray)
Link copied to clipboard
open fun getLocationInWindow(outLocation: IntArray?)
Link copied to clipboard
open fun getLocationOnScreen(outLocation: IntArray?)
Link copied to clipboard
fun getTextRunValue(textRunName: String): String?

Get the current value for a text run named textRunName on the active artboard if it exists.

fun getTextRunValue(textRunName: String, path: String): String?

Get the text value for a text run named textRunName on the nested artboard represented at path.

Link copied to clipboard
open fun getTransform(transform: Matrix?): Matrix
Link copied to clipboard

Get the active Artboard's volume.

Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open fun hasFocus(): Boolean
Link copied to clipboard
open fun hasFocusable(): Boolean
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open fun invalidate()
open fun invalidate(dirty: Rect?)
open fun invalidate(l: Int, t: Int, r: Int, b: Int)
Link copied to clipboard
open fun invalidateDrawable(drawable: Drawable)
Link copied to clipboard
Link copied to clipboard
open fun isVisibleToUserForAutofill(virtualId: Int): Boolean
Link copied to clipboard
Link copied to clipboard
open fun keyboardNavigationClusterSearch(currentCluster: View?, direction: Int): View?
Link copied to clipboard
open fun layout(l: Int, t: Int, r: Int, b: Int)
Link copied to clipboard
open fun lockCanvas(): Canvas?
open fun lockCanvas(dirty: Rect?): Canvas?
Link copied to clipboard
fun measure(widthMeasureSpec: Int, heightMeasureSpec: Int)
Link copied to clipboard
open fun offsetLeftAndRight(offset: Int)
Link copied to clipboard
open fun offsetTopAndBottom(offset: Int)
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open fun onCreateViewTranslationRequest(supportedFormats: IntArray, requestsCollector: Consumer<ViewTranslationRequest?>)
Link copied to clipboard
open fun onCreateVirtualViewTranslationRequests(virtualIds: LongArray, supportedFormats: IntArray, requestsCollector: Consumer<ViewTranslationRequest?>)
Link copied to clipboard
open fun onDragEvent(event: DragEvent?): Boolean
Link copied to clipboard
open fun onDrawForeground(canvas: Canvas)
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open fun onHoverChanged(hovered: Boolean)
Link copied to clipboard
open fun onHoverEvent(event: MotionEvent?): Boolean
Link copied to clipboard
open fun onKeyDown(keyCode: Int, event: KeyEvent?): Boolean
Link copied to clipboard
open fun onKeyLongPress(keyCode: Int, event: KeyEvent?): Boolean
Link copied to clipboard
open fun onKeyMultiple(keyCode: Int, repeatCount: Int, event: KeyEvent?): Boolean
Link copied to clipboard
open fun onKeyPreIme(keyCode: Int, event: KeyEvent?): Boolean
Link copied to clipboard
open fun onKeyShortcut(keyCode: Int, event: KeyEvent?): Boolean
Link copied to clipboard
open fun onKeyUp(keyCode: Int, event: KeyEvent?): Boolean
Link copied to clipboard
open fun onPointerCaptureChange(hasCapture: Boolean)
Link copied to clipboard
open fun onProvideAutofillStructure(structure: ViewStructure?, flags: Int)
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open fun onProvideStructure(structure: ViewStructure?)
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open fun onResolvePointerIcon(event: MotionEvent?, pointerIndex: Int): PointerIcon?
Link copied to clipboard
open fun onRtlPropertiesChanged(layoutDirection: Int)
Link copied to clipboard
open fun onScreenStateChanged(screenState: Int)
Link copied to clipboard
open fun onScrollCaptureSearch(localVisibleRect: Rect, windowOffset: Point, targets: Consumer<ScrollCaptureTarget?>)
Link copied to clipboard
Link copied to clipboard
open override fun onSurfaceTextureAvailable(surfaceTexture: SurfaceTexture, width: Int, height: Int)
Link copied to clipboard
Link copied to clipboard
open override fun onSurfaceTextureSizeChanged(surface: SurfaceTexture, width: Int, height: Int)
Link copied to clipboard
open override fun onSurfaceTextureUpdated(surface: SurfaceTexture)
Link copied to clipboard
open override fun onTouchEvent(event: MotionEvent): Boolean
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open fun onVisibilityAggregated(isVisible: Boolean)
Link copied to clipboard
open fun onWindowFocusChanged(hasWindowFocus: Boolean)
Link copied to clipboard
Link copied to clipboard
fun pause()

Pauses all playing animation instances.

fun pause(animationName: String, isStateMachine: Boolean = false)
fun pause(animationNames: List<String>, areStateMachines: Boolean = false)

Pauses any animation instances with any of the provided names.

Link copied to clipboard
open fun performAccessibilityAction(action: Int, arguments: Bundle?): Boolean
Link copied to clipboard
open fun performClick(): Boolean
Link copied to clipboard
Link copied to clipboard
open fun performHapticFeedback(feedbackConstant: Int): Boolean
open fun performHapticFeedback(feedbackConstant: Int, flags: Int): Boolean
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
fun play(loop: Loop = Loop.AUTO, direction: Direction = Direction.AUTO, settleInitialState: Boolean = true)

Restarts paused animations. If no animations were playing it plays the first in the File.

fun play(animationName: String, loop: Loop = Loop.AUTO, direction: Direction = Direction.AUTO, isStateMachine: Boolean = false, settleInitialState: Boolean = true)
fun play(animationNames: List<String>, loop: Loop = Loop.AUTO, direction: Direction = Direction.AUTO, areStateMachines: Boolean = false, settleInitialState: Boolean = true)

Plays any animation instances with any of the provided names.

Link copied to clipboard
open fun playSoundEffect(soundConstant: Int)
Link copied to clipboard
open fun post(action: Runnable?): Boolean
Link copied to clipboard
open fun postDelayed(action: Runnable?, delayMillis: Long): Boolean
Link copied to clipboard
open fun postInvalidate()
open fun postInvalidate(left: Int, top: Int, right: Int, bottom: Int)
Link copied to clipboard
open fun postInvalidateDelayed(delayMilliseconds: Long)
open fun postInvalidateDelayed(delayMilliseconds: Long, left: Int, top: Int, right: Int, bottom: Int)
Link copied to clipboard
open fun postInvalidateOnAnimation(left: Int, top: Int, right: Int, bottom: Int)
Link copied to clipboard
open fun postOnAnimation(action: Runnable?)
Link copied to clipboard
open fun postOnAnimationDelayed(action: Runnable?, delayMillis: Long)
Link copied to clipboard
Link copied to clipboard
open override fun registerListener(listener: RiveFileController.Listener)
Link copied to clipboard
Link copied to clipboard
open fun removeCallbacks(action: Runnable?): Boolean
Link copied to clipboard
Link copied to clipboard
open fun reportAppJankStats(appJankStats: AppJankStats)
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
fun requestFocus(direction: Int): Boolean
open fun requestFocus(direction: Int, previouslyFocusedRect: Rect?): Boolean
Link copied to clipboard
Link copied to clipboard
open fun requestLayout()
Link copied to clipboard
Link copied to clipboard
open fun requestRectangleOnScreen(rectangle: Rect?): Boolean
open fun requestRectangleOnScreen(rectangle: Rect?, immediate: Boolean): Boolean
Link copied to clipboard
fun <T : View?> requireViewById(id: Int): T & Any
Link copied to clipboard
fun reset()

Reset the view by resetting the current artboard before any animations have been applied.

Link copied to clipboard
open fun resetPivot()
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
fun saveAttributeDataForStyleable(context: Context, styleable: IntArray, attrs: AttributeSet?, t: TypedArray, defStyleAttr: Int, defStyleRes: Int)
Link copied to clipboard
Link copied to clipboard
open fun saveHierarchyState(container: SparseArray<Parcelable?>?)
Link copied to clipboard
open fun scheduleDrawable(who: Drawable, what: Runnable, when: Long)
Link copied to clipboard
open fun scrollBy(x: Int, y: Int)
Link copied to clipboard
open fun scrollTo(x: Int, y: Int)
Link copied to clipboard
open fun sendAccessibilityEvent(eventType: Int)
Link copied to clipboard
open fun setAccessibilityDataSensitive(accessibilityDataSensitive: Int)
Link copied to clipboard
open fun setAllowClickWhenDisabled(clickableWhenDisabled: Boolean)
Link copied to clipboard
open fun setAllowedHandwritingDelegatePackage(allowedPackageName: String?)
Link copied to clipboard
open fun setAllowedHandwritingDelegatorPackage(allowedPackageName: String?)
Link copied to clipboard
fun setAssetLoader(assetLoader: FileAssetLoader?)

Overrides the current asset loader. It increases the assetLoader ref count by one, but its ownership is still in the hands of the caller.

Link copied to clipboard
open fun setAutofillHints(vararg autofillHints: String?)
Link copied to clipboard
open fun setBackgroundColor(color: Int)
Link copied to clipboard
open fun setBackgroundDrawable(background: Drawable?)
Link copied to clipboard
open fun setBackgroundResource(resid: Int)
Link copied to clipboard
fun setBooleanState(stateMachineName: String, inputName: String, value: Boolean)

Update the state of an SMIBoolean input.

Link copied to clipboard
fun setBooleanStateAtPath(inputName: String, value: Boolean, path: String)

Update the state of an SMIBoolean input.

Link copied to clipboard
open fun setFadingEdgeLength(length: Int)
Link copied to clipboard
open fun setHandwritingBoundsOffsets(offsetLeft: Float, offsetTop: Float, offsetRight: Float, offsetBottom: Float)
Link copied to clipboard
open fun setHasTransientState(hasTransientState: Boolean)
Link copied to clipboard
open fun setIsCredential(isCredential: Boolean)
Link copied to clipboard
open fun setIsHandwritingDelegate(isHandwritingDelegate: Boolean)
Link copied to clipboard
open fun setLayerPaint(paint: Paint?)
Link copied to clipboard
open fun setLayerType(layerType: Int, paint: Paint?)
Link copied to clipboard
fun setLeftTopRightBottom(left: Int, top: Int, right: Int, bottom: Int)
Link copied to clipboard
fun setMultipleStates(vararg inputs: ChangedInput)

Update multiple states at once supplying one or more inputs.

Link copied to clipboard
fun setNumberState(stateMachineName: String, inputName: String, value: Float)

Update the state of an SMINumber input.

Link copied to clipboard
fun setNumberStateAtPath(inputName: String, value: Float, path: String)

Update the state of an SMINumber input.

Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open fun setOnReceiveContentListener(mimeTypes: Array<out String?>??, listener: OnReceiveContentListener?)
Link copied to clipboard
Link copied to clipboard
open fun setPadding(left: Int, top: Int, right: Int, bottom: Int)
Link copied to clipboard
open fun setPaddingRelative(start: Int, top: Int, end: Int, bottom: Int)
Link copied to clipboard
open fun setRenderEffect(renderEffect: RenderEffect?)
Link copied to clipboard
fun setRiveBytes(bytes: ByteArray, artboardName: String? = null, animationName: String? = null, stateMachineName: String? = null, autoplay: Boolean = controller.autoplay, autoBind: Boolean = false, fit: Fit = Fit.fromIndex(fitIndexDefault), alignment: Alignment = Alignment.fromIndex(alignmentIndexDefault), loop: Loop = Loop.fromIndex(loopIndexDefault))

Create a Rive file from a byte array and load it into the view.

Link copied to clipboard
fun setRiveFile(file: File, artboardName: String? = null, animationName: String? = null, stateMachineName: String? = null, autoplay: Boolean = controller.autoplay, autoBind: Boolean = false, fit: Fit = Fit.fromIndex(fitIndexDefault), alignment: Alignment = Alignment.fromIndex(alignmentIndexDefault), loop: Loop = Loop.fromIndex(loopIndexDefault))

Set this view to use the specified Rive file. The file must be initialized outside this scope and the caller is responsible for cleaning up its resources.

Link copied to clipboard
fun setRiveResource(@RawRes resId: Int, artboardName: String? = null, animationName: String? = null, stateMachineName: String? = null, autoplay: Boolean = controller.autoplay, autoBind: Boolean = false, fit: Fit = Fit.fromIndex(fitIndexDefault), alignment: Alignment = Alignment.fromIndex(alignmentIndexDefault), loop: Loop = Loop.fromIndex(loopIndexDefault))

Load the resource ID as a Rive file into the view.

Link copied to clipboard
open fun setSurfaceTexture(surfaceTexture: SurfaceTexture)
Link copied to clipboard
fun setTextRunValue(textRunName: String, textValue: String)

Set the text value for a text run named textRunName to textValue on the active artboard.

fun setTextRunValue(textRunName: String, textValue: String, path: String)

Set the text value for a text run named textRunName to textValue on the nested artboard represented at path.

Link copied to clipboard
open fun setTransform(transform: Matrix?)
Link copied to clipboard
open fun setTransitionVisibility(visibility: Int)
Link copied to clipboard
fun setVolume(value: Float)

Set the active Artboard's volume to value.

Link copied to clipboard
open fun setWillNotCacheDrawing(willNotCacheDrawing: Boolean)
Link copied to clipboard
open fun setWillNotDraw(willNotDraw: Boolean)
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open fun startAnimation(animation: Animation?)
Link copied to clipboard
fun startDrag(data: ClipData?, shadowBuilder: View.DragShadowBuilder?, myLocalState: Any?, flags: Int): Boolean
Link copied to clipboard
fun startDragAndDrop(data: ClipData?, shadowBuilder: View.DragShadowBuilder?, myLocalState: Any?, flags: Int): Boolean
Link copied to clipboard
open fun startNestedScroll(axes: Int): Boolean
Link copied to clipboard
fun stop()
fun stop(animationName: String, isStateMachine: Boolean = false)
fun stop(animationNames: List<String>, areStateMachines: Boolean = false)

Stops any animation instances with any of the provided names.

Link copied to clipboard
open fun stopNestedScroll()
Link copied to clipboard
Link copied to clipboard
open fun transformMatrixToLocal(matrix: Matrix)
Link copied to clipboard
open fun unlockCanvasAndPost(canvas: Canvas)
Link copied to clipboard
open override fun unregisterListener(listener: RiveFileController.Listener)
Link copied to clipboard
open fun unscheduleDrawable(who: Drawable, what: Runnable)
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open fun willNotDraw(): Boolean