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few bits to sort out - [x] make our mix of simulator/emulator consistent, settling on emulator - [x] passing the factory in works great for just in time asset decoding, but its not amazing when you want to decode ahead of time. - [x] couple of places left to pass this function signature through. (Question) is there a neater way to get this done, feels a bit like we are going back to parameter explosion a bit? - [x] should do a few examples, i think the complexity grows quite a bit in this one as you add caching, or callbacks - [x] should get the cached images/fonts to draw on init as well, either warming up cache, or jitting - [x] examples loading assets from the bundle (also there seem to be actual asset things too? should we use those?!) - [x] add test - [x] re-add "preview" project & rev the preview project once this has been deployed. (do this after new ios deploy) - [x] fix up race condition (see comment) https://github.com/rive-app/rive/assets/1216025/2c14330f-e8a4-481b-bc27-4807cabe3b82 (simple example, both swift ui and standard)  Diffs= fabb7f97f Ios out of band (#6232) Co-authored-by: Gordon Hayes <pggordonhayes@gmail.com> Co-authored-by: Maxwell Talbot <talbot.maxwell@gmail.com>
34 lines
716 B
Objective-C
34 lines
716 B
Objective-C
/*
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* Copyright 2023 Rive
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*/
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#pragma once
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#ifndef render_context_h
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#define render_context_h
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#import <MetalKit/MetalKit.h>
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#import <Metal/Metal.h>
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namespace rive
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{
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class Factory;
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class Renderer;
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}; // namespace rive
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@class MTKView;
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/// RenderContext knows how to set up a backend-specific render context (e.g., Skia, CG, Rive, ...),
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/// and provides a rive::Factory and rive::Renderer for it.
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@interface RenderContext : NSObject
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@property(strong) id<MTLDevice> metalDevice;
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@property(strong) id<MTLCommandQueue> metalQueue;
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@property MTLPixelFormat depthStencilPixelFormat;
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@property BOOL framebufferOnly;
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- (rive::Factory*)factory;
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- (rive::Renderer*)beginFrame:(MTKView*)view;
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- (void)endFrame;
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@end
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#endif
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