Rive’s View Models expose strongly-typed properties
(numbers, strings, colors, booleans, enums, triggers, lists, nested view
models, image and artboard references) that an artboard binds to. From C++
you instance a view model, mutate properties, and the bound visuals update
on the next advanceAndApply.
Concepts
ViewModelRuntime — schema for a view model defined in the editor. Lives
in the File.
ViewModelInstanceRuntime — typed wrapper around an instance of that
schema. Exposes the property API (propertyNumber, propertyString, etc).
You own it via rcp<>.
ViewModelInstance — the underlying bindable instance. Artboard and
StateMachineInstance bind to this type. Get one from a
ViewModelInstanceRuntime with .instance().
ViewModelInstance*Runtime — typed handles for individual properties
(…NumberRuntime, …StringRuntime, etc).
Creating an Instance
The simplest path is to ask the file for the artboard’s default view model,
then create a default instance from it:
#include "rive/file.hpp"
#include "rive/viewmodel/runtime/viewmodel_runtime.hpp"
ViewModelRuntime* vm = file->defaultArtboardViewModel(artboard.get());
if (!vm) return; // artboard has no default view model
rcp<ViewModelInstanceRuntime> instance = vm->createDefaultInstance();
if (instance) {
artboard->bindViewModelInstance(instance->instance());
sm ->bindViewModelInstance(instance->instance());
}
For full control, look up a specific view model schema by index or name and
create instances from it:
ViewModelRuntime* vm = file->viewModelByName("Card");
if (!vm) return; // no view model with that name
size_t propCount = vm->propertyCount();
size_t instCount = vm->instanceCount();
rcp<ViewModelInstanceRuntime> instance = vm->createDefaultInstance();
// alternatives — pick one and replace the line above:
// rcp<ViewModelInstanceRuntime> instance = vm->createInstanceFromName("Hero");
// rcp<ViewModelInstanceRuntime> instance = vm->createInstanceFromIndex(0);
// rcp<ViewModelInstanceRuntime> instance = vm->createInstance(); // no editor preset; properties at type defaults
if (!instance) return;
artboard->bindViewModelInstance(instance->instance());
sm ->bindViewModelInstance(instance->instance());
Bind the same ViewModelInstance to both the artboard and the state machine.
The artboard binding drives layout-affecting properties; the state-machine binding
drives state-machine transitions and listener conditions.
Reading & Writing Properties
All accessors are path-based — /-separated for nested view models.
auto* card = instance.get();
// Number
if (auto* score = card->propertyNumber("score")) {
score->value(42.0f);
float v = score->value();
}
// String
if (auto* title = card->propertyString("title")) {
title->value("Hello");
}
// Boolean
if (auto* on = card->propertyBoolean("isOpen")) {
on->value(true);
}
// Color (ARGB packed)
if (auto* col = card->propertyColor("accent")) {
col->value(0xFFE53935);
}
// Trigger (edge event)
if (auto* fire = card->propertyTrigger("fire")) {
fire->trigger();
}
// Enum (by string label)
if (auto* mood = card->propertyEnum("mood")) {
mood->value("happy");
}
Nested View Models
// Option 1: deep path string.
auto* headerTitle = card->propertyString("header/title");
// Option 2: walk the tree.
rcp<ViewModelInstanceRuntime> header = card->propertyViewModel("header");
auto* title = header->propertyString("title");
You can also swap a nested view model wholesale — useful for swapping a
list cell’s data without rebuilding the artboard:
rcp<ViewModelInstanceRuntime> newHeader = vm->createDefaultInstance();
card->replaceViewModel("header", newHeader.get());
Lists
auto* items = card->propertyList("items");
// Append, insert, remove, replace, swap, count.
items->addInstance(rowInstance.get());
items->addInstanceAt(rowInstance.get(), 0);
items->removeInstanceAt(2);
items->swap(0, 1);
size_t n = items->size();
rcp<ViewModelInstanceRuntime> row = items->instanceAt(0);
List items are themselves ViewModelInstanceRuntimes — same property API as
above.
Image & Artboard Properties
auto* image = card->propertyImage("avatar");
image->value(decodedRenderImage.get()); // RenderImage*
auto* artboardRef = card->propertyArtboard("badge");
artboardRef->value(file->bindableArtboardNamed("Badge")); // rcp<BindableArtboard>
Lifecycle
- A
ViewModelInstanceRuntime is a thin wrapper over a ViewModelInstance.
Hold the rcp<> for as long as anything binds to it.
- Property handles (
ViewModelInstanceNumberRuntime*, etc) are owned by
the parent instance. Cache the pointer — it stays valid for the
instance’s lifetime.
- After mutating properties, the next
sm->advanceAndApply(dt) propagates
the changes through data binds and into rendering.
When Properties Don’t Exist
Every propertyX(name) getter returns nullptr if the name doesn’t
resolve, so you can probe an instance safely:
if (auto* p = instance->propertyNumber("optional")) {
p->value(1.0f);
}
For introspection, walk the schema:
for (const PropertyData& p : instance->properties()) {
// p.name, p.type ∈ { number, string, boolean, color, enum, trigger,
// list, viewModel, image, artboard, ... }
}