Adding ViroKit. Needs AWSCore :(

This commit is contained in:
John Lyon-Smith
2018-03-27 17:46:15 -07:00
parent 2ab15e7dc1
commit 02e06dface
844 changed files with 86921 additions and 21 deletions

View File

@@ -0,0 +1,69 @@
//
// VROView.h
// ViroRenderer
//
// Created by Raj Advani on 12/15/15.
// Copyright © 2015 Viro Media. All rights reserved.
//
#import <Foundation/Foundation.h>
#import <UIKit/UIKit.h>
#import "VRORenderDelegate.h"
#import "VROQuaternion.h"
#import "VROCamera.h"
#import "VROViewRecorder.h"
#import <memory>
class VROSceneController;
class VROScene;
class VROReticle;
class VRONode;
class VROFrameSynchronizer;
enum class VROTimingFunctionType;
typedef void (^VROViewValidApiKeyBlock)(BOOL);
@protocol VROView <NSObject>
@required
@property (nonatomic, weak) IBOutlet id <VRORenderDelegate> renderDelegate;
@property (readonly, nonatomic) std::shared_ptr<VRORenderer> renderer;
@property (readwrite, nonatomic) std::shared_ptr<VROSceneController> sceneController;
- (void)setSceneController:(std::shared_ptr<VROSceneController>)sceneController;
- (void)setSceneController:(std::shared_ptr<VROSceneController>)sceneController duration:(float)seconds
timingFunction:(VROTimingFunctionType)timingFunctionType;
- (void)setPointOfView:(std::shared_ptr<VRONode>)node;
- (void)validateApiKey:(NSString *)apiKey withCompletionBlock:(VROViewValidApiKeyBlock)completionBlock;
- (void)setDebugHUDEnabled:(BOOL)enabled;
- (void)recenterTracking;
- (void)startVideoRecording:(NSString *)fileName
saveToCameraRoll:(BOOL)saveToCamera
errorBlock:(VROViewRecordingErrorBlock)errorBlock;
- (void)stopVideoRecordingWithHandler:(VROViewWriteMediaFinishBlock)completionHandler;
- (void)takeScreenshot:(NSString *)fileName
saveToCameraRoll:(BOOL)saveToCamera
withCompletionHandler:(VROViewWriteMediaFinishBlock)completionHandler;
- (BOOL)setShadowsEnabled:(BOOL)enabled;
- (BOOL)setHDREnabled:(BOOL)enabled;
- (BOOL)setPBREnabled:(BOOL)enabled;
- (BOOL)setBloomEnabled:(BOOL)enabled;
- (NSString *)getPlatform;
- (NSString *)getHeadset;
- (NSString *)getController;
/*
Calling setVrMode allows switching to and from VR mode.
When set to NO, it transitions back to pre-VR (mono) mode.
When set to YES, we set thie view into a full VR mode
*/
- (void)setVrMode:(BOOL)enabled;
- (std::shared_ptr<VROFrameSynchronizer>)frameSynchronizer;
@end