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* added file asset loader * tests for asset loader * made asset loader rcp * addressed pr comments feat(CommandQueue) Added request Ids associated with jobs (#9796) 5aedcdc61f * added request ids that are associated with callbacks for the command queue * modified tests to check for request id feat: TextInput - refactor shapes for runtime text input (#9836) 455374455c * chore: updating runtime defs * chore: refactor TextStyle into TextStylePaint * chore: missed hpp files * chore: missed cpp files * chore: fix clone of text_style_paint * feat: more text input at runtime * chore: cleanup * chore: add typed child iterator * chore: missed files * chore: running runtime input in editor * feat: completing integration with editor * chore: missed file * chore: fix builds with text disabled * chore: use child for test * tests: adding more tests for text input * chore: missed test file * chore: more coverage for child iterator * chore: using clipping on text input * chore: test text input selected text * chore: dry up iterator Co-authored-by: Jonathon Copeland <jcopela4@gmail.com> Co-authored-by: Luigi Rosso <luigi-rosso@users.noreply.github.com>
31 lines
801 B
C++
31 lines
801 B
C++
#ifndef _RIVE_FILE_ASSET_RESOLVER_HPP_
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#define _RIVE_FILE_ASSET_RESOLVER_HPP_
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#include <cstdint>
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#include <vector>
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#include "rive/span.hpp"
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#include "rive/refcnt.hpp"
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namespace rive
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{
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class Factory;
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class FileAsset;
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class FileAssetLoader : public RefCnt<FileAssetLoader>
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{
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public:
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virtual ~FileAssetLoader() {}
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/// Load the contents of the given asset
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///
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/// @param asset describes the asset that Rive is looking for the
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/// contents of.
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/// @param inBandBytes is a pointer to the bytes in question
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/// @returns bool indicating if we are loading or have loaded the contents
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virtual bool loadContents(FileAsset& asset,
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Span<const uint8_t> inBandBytes,
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Factory* factory) = 0;
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};
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} // namespace rive
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#endif
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