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