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LottieFiles/dotlottie-rs: A universal, high-performance Lottie and dotLottie player built with Rust. Offers smooth rendering across platforms, low resource consumption, and extensive compatibility. Features FFI bindings for C/C++, Kotlin, Swift, and WASM for seamless integration in Android, iOS, and Web projects.

This is the Rust implementation of the dotLottie player and its related tools. It utilizes uniffi-rs to generate FFI bindings for Kotlin, Swift, and WebAssembly (WASM). these bindings are then used in the native dotLottie players for Android, iOS, and Web bringing consistency of playback and dotLottie features across all platforms.

flowchart TD
  A[dotLottie-web] --> WASM+Bindings[WASM Bindings]
  B[dotLottie-ios] --> swift+Bindings[Swift Bindings]
  C[dotLottie-android] --> kotlin+Bindings[Kotlin Bindings]

  WASM+Bindings --> dotlottie-ffi[dotlottie-ffi \n 'uniffi bindings']
  swift+Bindings --> dotlottie-ffi[dotlottie-ffi \n 'uniffi bindings']
  kotlin+Bindings --> dotlottie-ffi[dotlottie-ffi \n 'uniffi bindings']

  dotlottie-ffi --> dotlottiers[dotLottie-rs \n 'Core player']

  dotlottiers --> Thorvg[Thorvg \n 'Lottie renderer']
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dotLottie is an open-source file format that aggregates one or more Lottie files and their associated resources into a single file. They are ZIP archives compressed with the Deflate compression method and carry the file extension of ".lottie".

Learn more about dotLottie.

dotLottie-rs builds on the Lottie format, adding powerful quality of life improvements and new features:

dotLottie-rs serves as a core player from which our framework players use:

To build for all target platforms, it would be best to use a Mac. You will also need GNU make installed, at a bare minimum. To ensure that your local machine has all the other necessary tools installed to build the project, run the following from the root of the repo:

This will configure all platforms. You can also setup individual platforms using:

Builds can be performed for the following groups of targets:

For android and apple, builds will be performed for all supported architectures, whereas for wasm, only a single target will be built. These names refer to Makefile targets that can be used to build them. For example, to build all android targets, execute the following:

You can also build specific architectures:

make android-aarch64          # Android ARM64 only
make apple-macos-arm64        # macOS ARM64 only

The default target shows the help menu:

make                          # Shows comprehensive help

The C bindings can be generated by using the following command, which will place the include and library files in release/native:

On Windows, you should use the Makefile.win make file:

make -f Makefile.win native

Examples for using the native interface can be found in the examples directory, which also contains a README with information on getting started.

For platform-specific cleanup:

More information can be found by using the help target:

Manually execute the Create Release PR Github Action workflow to create a release PR. This will include all changes since the last release. This repo uses changesets to determine the new release version. The knope tool can be installed locally and used to simply the creation of changeset files.

The release PR should be checked for correctness and then merged. Once that is done, the Release Github Actions workflow will be started automatically to do the work of actually creating the new release and building & uploading the related release artifacts.

MIT © LottieFiles


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