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Building Rig | ||
== | ||
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Rig can either be built against SDL for portability or for Android | ||
(Although beware that the Android support is incomplete at this point) | ||
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Dependencies | ||
-- | ||
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1. **SDL (Simple DirectMedia Layer):** | ||
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Rig uses SDL as a portable way to create an OpenGL context and | ||
provide input support. SDL should be available on most Linux | ||
distributions and most operating systems. | ||
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SDL isn't required if building for Android where Rig uses *EGL* to | ||
create an OpenGL context and directly supports Android's input API. | ||
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SDL 2.0 is highly recommended over SDL 1 although both should | ||
currently work. | ||
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2. **Cogl:** | ||
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Rig uses the Cogl 3D graphics utility api to manage OpenGL state | ||
and provide math utilities such as matrix, quaternion and vector | ||
apis. | ||
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Rig currently depends on the latest Cogl *1.99* development API | ||
which means fetching git master from here: | ||
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`git clone git://git.gnome.org/cogl` | ||
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3. **Pango:** | ||
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The Rig editor relies on Pango for complex text layouting and | ||
rendering via the *cogl-pango* api. | ||
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Rig is a standard autotooled project, so once you have fetched the | ||
above dependencies then building Rig is just a matter of running: | ||
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./configure | ||
make | ||
make install | ||
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*Note: Rig can't be run uninstalled currently since the editor won't | ||
find its assets. Once you have installed the assets though then it's | ||
possible to run incremental rebuilds of Rig in place without | ||
re-installing.* | ||
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For deploying completed applications Rig's editing capabilities can | ||
optionally be disabled at build time leaving only the minimal runtime. | ||
This is done by passing the `--disable-editor` argument to the | ||
`./configure` script. | ||
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Running | ||
== | ||
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Building rig will result in three binaries, rig, rig-device and rig-slave: | ||
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1. **Editor Mode** | ||
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This mode is for interactively designing a new user interface. | ||
The editor is use by running the 'rig' binary giving it a path | ||
to a UI.rig file like: | ||
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rig /path/to/my/ui.rig | ||
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If the file doesn't exist then it will be created when you | ||
save by pressing `Ctrl-S` so long as the parent directory already | ||
exists. | ||
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**Note:** When Rig is run in editor mode it will automatically | ||
search for image assets under the parent directory of your ui | ||
file. (So under `/path/to/my` for the above example) Because of | ||
this, it would not be recommended to create a new ui.rig at the | ||
top of your home directory. | ||
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2. **Device Mode** | ||
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Once you have a UI that you want to run as an application Rig can | ||
instead be run in a chromeless device mode like this: | ||
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rig-device /path/to/my/ui.rig | ||
3. **Slave Mode** | ||
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The usage model we are aiming for with Rig is that UI design is | ||
connected to UI testing on real hardware. The aim is to directly | ||
connect the prototyping and visual design stages to the technology | ||
that will be used to run the UI (both hardware and software). This | ||
way we think Rig will make the whole development process more | ||
efficient. | ||
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Rig can be run in a slave mode that is similar to device-mode but | ||
also has network connectivity to a Rig editor. By running Rig in | ||
slave mode on a device the editor will be able to discover the | ||
device via the Zeroconf protocol and connect to it. While connected | ||
then UI changes made in the editor will be immediately synchronized | ||
with the slave device. This way UI changes, such as timing changes | ||
for an animation can immediately be tested for their performance, | ||
quality and responsiveness on real hardware. Experience working | ||
directly with the hardware will be able to influence the design | ||
at the earliest stages when the designs are easy to change. | ||
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Running in slave mode is just done like this: | ||
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rig-slave | ||
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No UI.rig path need be given since the editor will send the UI to | ||
slave once connected. | ||
Please clone Rig from its new home on GitHub at [https://github.com/rig-project](https://github.com/rig-project) |
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