69 lines
3.0 KiB
Objective-C
69 lines
3.0 KiB
Objective-C
#pragma once
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#include "LifeCycleListener.h"
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struct UnityDisplaySurfaceBase; // Unity/UnityRendering.h
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struct RenderingSurfaceParams; // Unity/DisplayManager.h
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// due to delicate nature of render loop we have just one delegate in app
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// if you need to use several rendering delegates you need to do one of:
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// 1. create custom delegate that will have code to combine effects by itself
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// 2. use helper that simply holds array of delegates (which will work only in easiest cases)
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@protocol RenderPluginDelegate<LifeCycleListener, NSObject>
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@required
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// this will be called right after gles intialization.
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// surface pointer will never be changed, so you should keep it.
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// the only valid fields in there as of now are layer and context
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- (void)mainDisplayInited:(struct UnityDisplaySurfaceBase*)surface;
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@optional
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// this will be called before recreating main display surface (from [UnityView recreateRenderingSurface])
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// you can tweak params here.
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// use it for enabling CVTextureCache support and the likes
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- (void)onBeforeMainDisplaySurfaceRecreate:(struct RenderingSurfaceParams*)params;
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// this will be called right after recreating main display surface (from [UnityView recreateRenderingSurface])
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// as [UnityView recreateRenderingSurface] is the only place where unity itself will trigger surface recreate
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// you can use this method to update your rendering depending on changes
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- (void)onAfterMainDisplaySurfaceRecreate;
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// this will be called after frame render and msaa resolve but before blitting to system FB
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// you can expect that frame contents are ready (though still in target resolution)
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// use it for anylizing/postprocessing rendered frame, taking screenshot and the like
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// you should use targetFB if it is not 0
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// otherwise use systemFB (covers case of intermediate fb not needed: no msaa, native res, no CVTextureCache involved)
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- (void)onFrameResolved;
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@end
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// simple helper for common plugin stuff
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// you can implement protocol directly, but subclassing this will provide some common implementation
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@interface RenderPluginDelegate : NSObject<RenderPluginDelegate>
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{
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struct UnityDisplaySurfaceBase* mainDisplaySurface;
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}
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- (void)mainDisplayInited:(struct UnityDisplaySurfaceBase*)surface;
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@end
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// simple helper to have an array of render delegates.
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// be warned that it works in simplest cases only, when there is no interop between delegates
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@interface RenderPluginArrayDelegate : RenderPluginDelegate
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{
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NSArray* delegateArray;
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}
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@property(nonatomic, retain) NSArray* delegateArray;
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- (void)mainDisplayInited:(struct UnityDisplaySurfaceBase*)surface;
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- (void)onBeforeMainDisplaySurfaceRecreate:(struct RenderingSurfaceParams*)params;
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- (void)onAfterMainDisplaySurfaceRecreate;
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- (void)onFrameResolved;
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- (void)didBecomeActive:(NSNotification*)notification;
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- (void)willResignActive:(NSNotification*)notification;
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- (void)didEnterBackground:(NSNotification*)notification;
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- (void)willEnterForeground:(NSNotification*)notification;
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- (void)willTerminate:(NSNotification*)notification;
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@end
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