State Machines
Playing and changing inputs in state machines
For more information on designing and building state machines in Rive, please refer to: State Machine.
Rive’s state machines provide a way to combine a set of animations and manage the transition between them through a series of inputs that can be programmatically controlled. Once a state machine is instantiated and playing, transitioning states can be accomplished by changing boolean
or double
-value inputs, or firing trigger inputs. The effects of these will be dependent on how the state machine has been configured in the editor.
Playing state machines
State machines are instantiated in much the same manner as animations: provide the state machine name to the Rive object when instantiated. Ensure that the Rive instance is set to auto-play on initialization to allow the state machine to start immediately.
Web
Web
React
Flutter
To autoplay a state machine by default, simply set the stateMachines
property at instantiation:
In the above snippet, at instantiation time, the runtime will create a StateMachineController
reference implicitly and immediately play the state machine.
If you’d like further control over the state machine in cases where you may want to prevent autoplaying the state machine, you can instead pass your own reference to a StateMachineController
to the RiveAnimation
widget at instantiation time with the isActive
property set to false
. Below is an example of what this might look like:
As you change the isActive
property of the StateMachineController
, you’ll see that the current state may pause advancing through the render loop. This is useful in cases where you may want to load in your Rive on screen, but delay playing until a loading sequence occurs, or some data comes back for your application.
Apple
Specify a starting state machine by setting the name of the state machine via stateMachineName
when instantiating the RiveViewModel
.
SwiftUI
Controlling state machine inputs
Once the Rive file is loaded and instantiated, the state machine(s) can be queried for inputs, and these input values can be set, and in the case of triggers, fired, all programmatically.
Inputs can also be set on nested artboards at runtime, see Nested Inputs below.
Examples
Inputs
The web runtime provides an onLoad
callback that’s run when the Rive file is loaded and ready for use. We use this callback to ensure that the state machine is instantiated when we query for inputs.
We use the stateMachineInputs
function on the Rive object to retrieve the inputs. Each input will have a name and type. There are three types:
StateMachineInputType.Trigger
which has afire()
functionStateMachineInputType.Number
which has avalue
number property where you canget
/set
the valueStateMachineInputType.Boolean
which has avalue
boolean property where you canget
/set
the value
State change event callback
We can set a callback to determine when the state machine changes state. onStateChange
provides an event
parameter that gives us the string name(s) of the current state(s):
Examples
Inputs
The web runtime provides an onLoad
callback that’s run when the Rive file is loaded and ready for use. We use this callback to ensure that the state machine is instantiated when we query for inputs.
We use the stateMachineInputs
function on the Rive object to retrieve the inputs. Each input will have a name and type. There are three types:
StateMachineInputType.Trigger
which has afire()
functionStateMachineInputType.Number
which has avalue
number property where you canget
/set
the valueStateMachineInputType.Boolean
which has avalue
boolean property where you canget
/set
the value
State change event callback
We can set a callback to determine when the state machine changes state. onStateChange
provides an event
parameter that gives us the string name(s) of the current state(s):
Example
Inputs
The react runtime provides a useStateMachineInput
hook to make the process of retrieving a state machine input much simpler than that of the basic web runtime.
Inputs
With the React Native runtime, most methods/triggers are available on the ref of the Rive
component, including setting input values/triggering for state machines. In this case, there is no need to acquire an instance of an input. Simply set the input state from the Rive ref
or fire an input state.
See the React Native API’s to learn more about the parameters for .setInputState()
and .fireState()
State change event callback
We can set a callback to determine when the state machine changes.
Inputs
State machine controllers are used to retrieve a state machine’s inputs which can then be used to interact with, and drive the state of a state machine.
State machine controllers require a reference to an artboard when being instantiated. The RiveAnimation
widget provides a callback onInit(Artboard artboard)
that is called when the Rive file has loaded and is initialized for playback:
In the onInit
callback, you can create an instance of a StateMachineController
and then retrieve the inputs you’re interested in by their name. Specific inputs can be retrieved using findInput()
or all inputs with the inputs
property.
In the above snippet, the bump
input is retrieved, which is an SMITrigger
. This type of input has a fire()
method to activate the trigger.
In the complete example above, every time the RiveAnimation
is tapped, it fires the bump
input trigger and the state machine reacts appropriately.
Note: There are two other state machine input types to be aware of as well: SMIBool
and SMINumber
. These both have a value
property that can get and set the value.
State change event callback
If you’d like to know which state a state machine is in, or when a state machine transitions to another state, you can provide a callback to StateMachineController
. The callback has the name of the state machine and the name of the animation associated with the state transitioned to:
Inputs
Just like with animation playback controls, setting input values for state machines goes through the RiveViewModel
instantiated in the View class.
.setInput()
inputName
(String) - Name of the input on a state machine to set a value forvalue
(Bool, Float, or Double) - value to set for the associatedinputName
triggerInput()
inputName
(String) - Name of the input on a state machine to trigger
State change event callbacks
This runtime allows for delegates that can be set on the RiveViewModel
. If provided, these delegate functions will be fired whenever a matching event is triggered to be able to hook into and listen for certain events in the Rive animation cycle.
Currently, there exist the following delegates:
RivePlayerDelegate
- Hook into animation and state machine lifecycle eventsplayer
:(loopedWithModel riveModel: RiveModel?, type: Int) {}
player
:(playedWithModel riveModel: RiveModel?) {}
player
:(pausedWithModel riveModel: RiveModel?) {}
player
:(stoppedWithModel riveModel: RiveModel?) {}
RiveStateMachineDelegate
- Hook into state changes on a state machine lifecyclestateMachine
:(_ stateMachine: RiveStateMachineInstance, didStateChange stateName: String) {}
You can create your own delegate or mix in with the RiveViewModel
, implementing as many protocols as are needed. Below is an example of how to customize a RiveViewModel’s implementation of the RivePlayerDelegate
:
Inputs
Just like other methods within the rive-android
runtime, use the view to set values on a state machine input. In this case, there is no need to grab references to state machine input instances to set values.
There are 3 different methods to set input values or trigger inputs for number, boolean, and trigger inputs respectively:
.setNumberState(stateMachineName: String, inputName: String, value: Float)
.setBooleanState(stateMachineName: String, inputName: String, value: Boolean)
.fireState(stateMachineName: String, inputName: String)
State change event callback
To listen for state changes, when creating a Listener
to register on your animation view, you can add the following callback, where you’ll receive the name of the state machine, and the state it transitions to:
Nested Inputs
You can control the inputs of Nested Artboards at runtime. These inputs are not on the main artboard but on a nested artboard. To set a nested input, you need to know the path where the input exists at an artboard level.
Example
If you load the Menu artboard at runtime and want to set inputs on the nested artboard with the hierarchy name Volume Molecule, the path is Volume Molecule
:
- Use the artboard’s unique hierarchy name, not the artboard’s name.
- Do not include the name of the main artboard. In the example above, the path is
Volume Molecule
, notMenu/Volume Molecule
. - Ensure the nested artboards are marked as exported in the editor to access them at runtime:
You can go as many nested artboards deep as needed. For example, the Volume Molecule artboard shown above has two nested artboards with the following unique hierarchy names:
Volume Component
FX Component
Once you go more than one nested artboard deep the path will be a /
separated string of the unique hierarchy names.
If you load in the Menu artboard at runtime, and want to get/set an input on the FX Component
artboard, the path will be Volume Molecule/FX Component
:
Do not use /
in the name for your components, as that will break the search functionality at runtime.
To set the Volume input for the above example:
All options:
setNumberStateAtPath(inputName: string, value: number, path: string)
setBooleanStateAtPath(inputName: string, value: boolean, path: string)
fireStateAtPath(inputName: string, path: string)
To set the Volume input for the above example:
All options:
setNumberStateAtPath(inputName: string, value: number, path: string)
setBooleanStateAtPath(inputName: string, value: boolean, path: string)
fireStateAtPath(inputName: string, path: string)
To set the Volume input for the above example:
All options:
setNumberStateAtPath(inputName: string, value: number, path: string)
setBooleanStateAtPath(inputName: string, value: boolean, path: string)
fireStateAtPath(inputName: string, path: string)
To set the Volume input for the above example:
All options:
setInputStateAtPath(inputName: string, value: boolean | number, path: string)
fireStateAtPath(inputName: string, path: string)
To set the Volume input for the above example:
All options:
getBoolInput(name, path)
getTriggerInput(name, path)
getNumberInput(name, path)
To set the Volume input for the above example:
All options:
setInput(_ inputName, value: value, path)
wherevalue
can be aBool
,Double
, orFloat
triggerInput(_ inputName, path: path)
To set the Volume input for the above example:
All options on RiveAnimationView
:
setNumberStateAtPath(inputName: String, value: Float, path: String)
setBooleanStateAtPath(inputName: String, value: Boolean, path: String)
fireStateAtPath(inputName: String, path: String)
All options on RiveFileController
:
setNumberStateAtPath(inputName: String, value: Float, path: String)
setBooleanStateAtPath(inputName: String, value: Boolean, path: String)
fireStateAtPath(inputName: String, path: String)
To
set the Volume input from the above example:
All options:
void SetNumberInputStateAtPath(string inputName, float value, string path)
float? GetNumberInputStateAtPath(string inputName, string path)
void SetBooleanInputStateAtPath(string inputName, bool value, string path)
bool? GetBooleanInputStateAtPath(string inputName, string path)
void FireInputStateAtPath(string inputName, string path)
Rive Listeners
If your Rive file has Rive Listeners (Listeners) and you’ve configured your Rive instance with a state machine according to the steps outlined per runtime above, there is no additional configuration or options needed to enable the pointer events to be captured on the Rive instance. The event capturing is handled internally by the Rive widget/component.
However, if you are going about constructing your own render loop and using low-level APIs to drive Rive content, (i.e. Low-level API Usage) , you may need to set up event listeners manually to capture user interaction and pass feedback down to the state machine (i.e. see setup in JS).
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