68cb8b0239
This replaces the SDL-based system and should allow Metal to work on iOS. OpenGL and raster will render but there's no touch input yet. Bug: skia:8737 Change-Id: I863accc47f0e1781192d567dbe54d1e321c3cd2e Reviewed-on: https://skia-review.googlesource.com/c/skia/+/231561 Reviewed-by: Brian Osman <brianosman@google.com> Commit-Queue: Jim Van Verth <jvanverth@google.com>
50 lines
1.1 KiB
Objective-C
50 lines
1.1 KiB
Objective-C
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/*
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* Copyright 2017 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#ifndef WindowContextFactory_ios_DEFINED
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#define WindowContextFactory_ios_DEFINED
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#include "tools/sk_app/ios/Window_ios.h"
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#import <UIKit/UIKit.h>
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#include "tools/sk_app/WindowContext.h"
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#include <memory>
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namespace sk_app {
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struct DisplayParams;
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namespace window_context_factory {
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struct IOSWindowInfo {
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sk_app::Window_ios* fWindow;
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UIViewController* fViewController;
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};
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inline std::unique_ptr<WindowContext> MakeVulkanForIOS(const IOSWindowInfo&, const DisplayParams&) {
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// No Vulkan support on iOS yet.
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return nullptr;
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}
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inline std::unique_ptr<WindowContext> MakeMetalForIOS(const IOSWindowInfo&, const DisplayParams&) {
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// No Metal support on iOS yet.
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return nullptr;
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}
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std::unique_ptr<WindowContext> MakeGLForIOS(const IOSWindowInfo&, const DisplayParams&);
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std::unique_ptr<WindowContext> MakeRasterForIOS(const IOSWindowInfo&, const DisplayParams&);
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} // namespace window_context_factory
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} // namespace sk_app
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#endif
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