375e894038
* Make Frame Processors an extra subspec * Update VisionCamera.podspec * Make optional * Make VisionCamera compile without Skia * Fix * Add skia again * Update VisionCamera.podspec * Make VisionCamera build without Frame Processors * Rename error to `system/frame-processors-unavailable` * Fix Frame Processor returning early * Remove `preset`, FP partial rewrite * Only warn on frame drop * Fix wrong queue * fix: Run on CameraQueue again * Update CameraView.swift * fix: Activate audio session asynchronously on audio queue * Update CameraView+RecordVideo.swift * Update PreviewView.h * Cleanups * Cleanup * fix cast * feat: Add LiDAR Depth Camera support * Upgrade Ruby * Add vector icons type * Update Gemfile.lock * fix: Stop queues on deinit * Also load `builtInTrueDepthCamera` * Update CameraViewManager.swift * Update SkImageHelpers.mm * Extract FrameProcessorCallback to FrameProcessor Holds more context now :) * Rename to .m * fix: Add `RCTLog` import * Create SkiaFrameProcessor * Update CameraBridge.h * Call Frame Processor * Fix defines * fix: Allow deleting callback funcs * fix Skia build * batch * Just call `setSkiaFrameProcessor` * Rewrite in Swift * Pass `SkiaRenderer` * Fix Import * Move `PreviewView` to Swift * Fix Layer * Set Skia Canvas to Frame Host Object * Make `DrawableFrameHostObject` subclass * Fix TS types * Use same MTLDevice and apply scale * Make getter * Extract `setTorch` and `Preview` * fix: Fix nil metal device * Don't wait for session stop in deinit * Use main pixel ratio * Use unique_ptr for Render Contexts * fix: Fix SkiaPreviewDisplayLink broken after deinit * inline `getTextureCache` * Update CameraPage.tsx * chore: Format iOS * perf: Allow MTLLayer to be optimized for only frame buffers * Add RN Video types * fix: Fix Frame Processors if guard * Find nodeModules recursively * Create `Frame.isDrawable` * Add `cocoapods-check` dependency
33 lines
1.2 KiB
Objective-C
33 lines
1.2 KiB
Objective-C
//
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// FrameProcessorPlugin.h
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// VisionCamera
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//
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// Created by Marc Rousavy on 01.05.21.
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// Copyright © 2021 mrousavy. All rights reserved.
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//
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#pragma once
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#import <Foundation/Foundation.h>
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#import "Frame.h"
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/// The base class for a Frame Processor Plugin which can be called synchronously from a JS Frame Processor.
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///
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/// Subclass this class in a Swift or Objective-C class and override the `callback:withArguments:` method, and
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/// implement your Frame Processing there.
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/// Then, in your App's startup (AppDelegate.m), call `FrameProcessorPluginBase.registerPlugin(YourNewPlugin())`
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@interface FrameProcessorPlugin : NSObject
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/// Get the name of the Frame Processor Plugin.
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/// This will be exposed to JS under the `FrameProcessorPlugins` Proxy object.
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- (NSString * _Nonnull)name;
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/// The actual callback when calling this plugin. Any Frame Processing should be handled there.
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/// Make sure your code is optimized, as this is a hot path.
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- (id _Nullable) callback:(Frame* _Nonnull)frame withArguments:(NSArray<id>* _Nullable)arguments;
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/// Register the given plugin in the Plugin Registry. This should be called on App Startup.
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+ (void) registerPlugin:(FrameProcessorPlugin* _Nonnull)plugin;
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@end
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