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Point people to github.com/rig-project
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rib committed Jul 7, 2014
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Building Rig
==

Rig can either be built against SDL for portability or for Android
(Although beware that the Android support is incomplete at this point)


Dependencies
--

1. **SDL (Simple DirectMedia Layer):**

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.

SDL isn't required if building for Android where Rig uses *EGL* to
create an OpenGL context and directly supports Android's input API.

SDL 2.0 is highly recommended over SDL 1 although both should
currently work.

2. **Cogl:**

Rig uses the Cogl 3D graphics utility api to manage OpenGL state
and provide math utilities such as matrix, quaternion and vector
apis.

Rig currently depends on the latest Cogl *1.99* development API
which means fetching git master from here:

`git clone git://git.gnome.org/cogl`

3. **Pango:**

The Rig editor relies on Pango for complex text layouting and
rendering via the *cogl-pango* api.


Rig is a standard autotooled project, so once you have fetched the
above dependencies then building Rig is just a matter of running:

./configure
make
make install

*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.*

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.

Running
==

Building rig will result in three binaries, rig, rig-device and rig-slave:

1. **Editor Mode**

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:

rig /path/to/my/ui.rig

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.

**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.

2. **Device Mode**

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:

rig-device /path/to/my/ui.rig
3. **Slave Mode**

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.

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.

Running in slave mode is just done like this:

rig-slave

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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