Gru*_*rig 13 opengl macos swift
我正在尝试为Swift OS X OpenGL应用程序创建一个主渲染循环,但我在Web上找不到任何示例,并且无法弄清楚与Objective C API的交互.
这是我的子类初始化期间的代码NSOpenGLView:
var udl : Unmanaged<CVDisplayLink>?
CVDisplayLinkCreateWithActiveCGDisplays(&udl)
var displayLink: CVDisplayLink = udl!.takeRetainedValue() // I guess
// The two following lines give errors that the type isn't convertible
// to the declared type:
let cb: CVDisplayLinkOutputCallback = dlCallback // ERROR: type not convertible
let sp: UnsafeMutablePointer<Void> = &self // ERROR: type not convertible
CVDisplayLinkSetOutputCallback(displayLink, cb, sp)
let cglContext = openGLContext.CGLContextObj
let cglPixelFormat = pixelFormat.CGLPixelFormatObj
CVDisplayLinkSetCurrentCGDisplayFromOpenGLContext(displayLink, cglContext, cglPixelFormat)
CVDisplayLinkStart(displayLink)
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这是我的回调函数.我不知道如何从我传递给CVDisplayLinkSetOutputCallback(或试图)的不透明指针中将指针提取回我的视图类.
func dlCallback(displayLink: CVDisplayLink!,
inNow: UnsafePointer<CVTimeStamp>,
inOutputTime: UnsafePointer<CVTimeStamp>,
flagsIn: CVOptionFlags,
flagsOut: UnsafeMutablePointer<CVOptionFlags>,
context: UnsafeMutablePointer<Void>) -> CVReturn {
let that = UnsafeMutablePointer<MyView>(context) // Just a guess, but no
that.render() // ERROR: no such method
}
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我想了解如何做到这一点.
如果我应该使用其他一些主渲染循环而不是基于计时器,我想我可以这样做.
Bug*_*ggy 21
我没有删除我以前的答案,我认为这对那些想要一起使用Obj-C和Swift的人有用,我将提供另一个使用纯Swift代码的替代答案.现在已经发布了Swift 2.0,我们可以利用CFunctionPointer将Swift函数和闭包作为C API参数传递.这是带注释的代码.
//
// SwiftOpenGLView.swift
// Swift CVDisplayLink
//
// Created by Myles La Verne Schultz on 10/17/15.
// Copyright © 2015 MyKo. All rights reserved.
//
import Cocoa
import OpenGL.GL3
class SwiftOpenGLView: NSOpenGLView {
var displayLink: CVDisplayLink?
required init?(coder: NSCoder) {
// Call the super before setting the pixelFormat and openGLContext so that the super does not override
// our custom versions of these properties.
super.init(coder: coder)
// Create a pixel format and context and set them to the view's pixelFormat and openGLContext properties.
let attributes: [NSOpenGLPixelFormatAttribute] = [
UInt32(NSOpenGLPFAAccelerated),
UInt32(NSOpenGLPFAColorSize), UInt32(32),
UInt32(NSOpenGLPFADoubleBuffer),
UInt32(NSOpenGLPFAOpenGLProfile),
UInt32(NSOpenGLProfileVersion3_2Core),
UInt32(0)
]
guard let pixelFormat = NSOpenGLPixelFormat(attributes: attributes) else {
Swift.print("pixel format could not be created")
return
}
self.pixelFormat = pixelFormat
guard let context = NSOpenGLContext(format: pixelFormat, shareContext: nil) else {
Swift.print("context could not be created")
return
}
self.openGLContext = context
// Tell the view how often we are swaping the buffers, 1 indicates we are using the 60Hz refresh rate (i.e. 60 fps)
self.openGLContext?.setValues([1], forParameter: .GLCPSwapInterval)
}
// prepareOpenGL is where we set OpenGL state calls before the first render, we will set up the CVDisplayLink here.
override func prepareOpenGL() {
// The callback function is called everytime CVDisplayLink says its time to get a new frame.
func displayLinkOutputCallback(displayLink: CVDisplayLink, _ inNow: UnsafePointer<CVTimeStamp>, _ inOutputTime: UnsafePointer<CVTimeStamp>, _ flagsIn: CVOptionFlags, _ flagsOut: UnsafeMutablePointer<CVOptionFlags>, _ displayLinkContext: UnsafeMutablePointer<Void>) -> CVReturn {
/* The displayLinkContext is CVDisplayLink's parameter definition of the view in which we are working.
In order to access the methods of a given view we need to specify what kind of view it is as right
now the UnsafeMutablePointer<Void> just means we have a pointer to "something". To cast the pointer
such that the compiler at runtime can access the methods associated with our SwiftOpenGLView, we use
an unsafeBitCast. The definition of which states, "Returns the the bits of x, interpreted as having
type U." We may then call any of that view's methods. Here we call drawView() which we draw a
frame for rendering. */
unsafeBitCast(displayLinkContext, SwiftOpenGLView.self).renderFrame()
// We are going to assume that everything went well for this mock up, and pass success as the CVReturn
return kCVReturnSuccess
}
// Grab the a link to the active displays, set the callback defined above, and start the link.
/* An alternative to a nested function is a global function or a closure passed as the argument--a local function
(i.e. a function defined within the class) is NOT allowed. */
// The UnsafeMutablePointer<Void>(unsafeAddressOf(self)) passes a pointer to the instance of our class.
CVDisplayLinkCreateWithActiveCGDisplays(&displayLink)
CVDisplayLinkSetOutputCallback(displayLink!, displayLinkOutputCallback, UnsafeMutablePointer<Void>(unsafeAddressOf(self)))
CVDisplayLinkStart(displayLink!)
}
// Method called to render a new frame with an OpenGL pipeline
func renderFrame() {
guard let context = self.openGLContext else {
Swift.print("oops")
return
}
// Tell OpenGL this is the context we want to draw into and lock the focus.
context.makeCurrentContext()
CGLLockContext(context.CGLContextObj)
// Lock the focus before making state change calls to OpenGL, or the app gives you a EXC_BAD_ACCESS fault
// This float is a changing value we can use to create a simple animation.
let value = Float(sin(1.00 * CACurrentMediaTime()))
// Uses the float to set a clear color that is on the gray scale.
glClearColor(value, value, value, 1.0)
glClear(GLbitfield(GL_COLOR_BUFFER_BIT))
// Flushing sends the context to be used for display, then we can unlock the focus.
CGLFlushDrawable(context.CGLContextObj)
CGLUnlockContext(context.CGLContextObj)
}
override func drawRect(dirtyRect: NSRect) {
super.drawRect(dirtyRect)
// Should drawRect(_:) get called, we want a new frame to be drawn, so call drawView()
renderFrame()
}
deinit {
//When the view gets destroyed, we don't want to keep the link going.
CVDisplayLinkStop(displayLink!)
}
}
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对Swift中的指针进行了一些修改,打破了此答案的先前版本.为了使信息保持最新,我将在下面提供更新版本.
//
// SwiftOpenGLView_Swift_3_0.swift
// SwiftOpenGL
//
// Created by Myles La Verne Schultz on 1/11/17.
// Copyright © 2017 MyKo. All rights reserved.
//
// This file is an update to the previous SwiftOpenGLView used
// to display animated content using the CVDisplayLink. This
// version uses Swift 3.0 without the need for a bridging
// header for the CVDisplayLinkCallback function. An
// explanation of the CVTimeStamp is also provided.
//
import Cocoa
import OpenGL.GL3
final class SwiftOpenGLView: NSOpenGLView {
// A CVDisplayLink for animating.
fileprivate var displayLink: CVDisplayLink?
// The current time, used to produce varying values to change background color
fileprivate var currentTime = 0.0
required init?(coder: NSCoder) {
super.init(coder: coder)
let attrs: [NSOpenGLPixelFormatAttribute] = [
UInt32(NSOpenGLPFAAccelerated),
UInt32(NSOpenGLPFADoubleBuffer),
UInt32(NSOpenGLPFAColorSize), UInt32(32),
UInt32(NSOpenGLPFAOpenGLProfile), UInt32(NSOpenGLProfileVersion3_2Core),
UInt32(0)
]
guard let pixelFormat = NSOpenGLPixelFormat(attributes: attrs) else {
Swift.print("pixelFormat could not be constructed")
return
}
self.pixelFormat = pixelFormat
guard let context = NSOpenGLContext(format: pixelFormat, share: nil) else {
Swift.print("context could not be constructed")
return
}
self.openGLContext = context
// Set the context's swap interval parameter to 60Hz (i.e. 1 frame per swamp)
self.openGLContext?.setValues([1], for: .swapInterval)
}
override func prepareOpenGL() {
super.prepareOpenGL()
glClearColor(0.0, 0.0, 0.0, 1.0)
// ** ** ** ** ** ** ** ** ** //
// Setup OpenGL pipline here //
// ** ** ** ** ** ** ** ** ** //
/* Now that the OpenGL pipeline is defined, declare a callback for our CVDisplayLink.
There are three ways to do this: declare a function, declare a computed property,
or declare/pass a closure. Using each requires subtle changes in the
CVDisplayLinkSetOutputCallback()'s argument list. We shall declare a local
closure of type CVDisplayLinkOutputCallback.
*/
let displayLinkOutputCallback: CVDisplayLinkOutputCallback = {(displayLink: CVDisplayLink, inNow: UnsafePointer<CVTimeStamp>, inOutputTime: UnsafePointer<CVTimeStamp>, flagsIn: CVOptionFlags, flagsOut: UnsafeMutablePointer<CVOptionFlags>, displayLinkContext: UnsafeMutableRawPointer?) -> CVReturn in
/* It's prudent to also have a brief discussion about the CVTimeStamp.
CVTimeStamp has five properties. Three of the five are very useful
for keeping track of the current time, calculating delta time, the
frame number, and the number of frames per second. The utility of
each property is not terribly obvious from just reading the names
or the descriptions in the Developer dcumentation and has been a
mystery to many a developer. Thankfully, CaptainRedmuff on
StackOverflow asked a question that provided the equation that
calculates frames per second. From that equation, we can
extrapolate the value of each field.
@hostTime = current time in Units of the "root". Yeah, I don't know.
The key to this field is to understand that it is in nanoseconds
(e.g. 1/1_000_000_000 of a second) not units. To convert it to
seconds divide by 1_000_000_000. Dividing by videoRefreshPeriod
and videoTimeScale in a calculation for frames per second yields
the appropriate number of frames. This works as a result of
proportionality--dividing seconds by seconds. Note that dividing
by videoTimeScale to get the time in seconds does not work like it
does for videoTime.
framesPerSecond:
(videoTime / videoRefreshPeriod) / (videoTime / videoTimeScale) = 59
and
(hostTime / videoRefreshPeriod) / (hostTime / videoTimeScale) = 59
but
hostTime * videoTimeScale ? seconds, but Units = seconds * (Units / seconds) = Units
@rateScalar = ratio of "rate of device in CVTimeStamp/unitOfTime" to
the "Nominal Rate". I think the "Nominal Rate" is
videoRefreshPeriod, but unfortunately, the documentation doesn't
just say videoRefreshPeriod is the Nominal rate and then define
what that means. Regardless, because this is a ratio, and the fact
that we know the value of one of the parts (e.g. Units/frame), we
then know that the "rate of the device" is frame/Units (the units of
measure need to cancel out for the ratio to be a ratio). This
makes sense in that rateScalar's definition tells us the rate is
"measured by timeStamps". Since there is a frame for every
timeStamp, the rate of the device equals CVTimeStamp/Unit or
frame/Unit. Thus,
rateScalar = frame/Units : Units/frame
@videoTime = the time the frame was created since computer started up.
If you turn your computer off and then turn it back on, this timer
returns to zero. The timer is paused when you put your computer to
sleep. This value is in Units not seconds. To get the number of
seconds this value represents, you have to apply videoTimeScale.
@videoRefreshPeriod = the number of Units per frame (i.e. Units/frame)
This is useful in calculating the frame number or frames per second.
The documentation calls this the "nominal update period" and I am
pretty sure that is quivalent to the aforementioned "nominal rate".
Unfortunately, the documetation mixes naming conventions and this
inconsistency creates confusion.
frame = videoTime / videoRefreshPeriod
@videoTimeScale = Units/second, used to convert videoTime into seconds
and may also be used with videoRefreshPeriod to calculate the expected
framesPerSecond. I say expected, because videoTimeScale and
videoRefreshPeriod don't change while videoTime does change. Thus,
to calculate fps in the case of system slow down, one would need to
use videoTime with videoTimeScale to calculate the actual fps value.
seconds = videoTime / videoTimeScale
framesPerSecondConstant = videoTimeScale / videoRefreshPeriod (this value does not change if their is system slowdown)
USE CASE 1: Time in DD:HH:mm:ss using hostTime
let rootTotalSeconds = inNow.pointee.hostTime
let rootDays = inNow.pointee.hostTime / (1_000_000_000 * 60 * 60 * 24) % 365
let rootHours = inNow.pointee.hostTime / (1_000_000_000 * 60 * 60) % 24
let rootMinutes = inNow.pointee.hostTime / (1_000_000_000 * 60) % 60
let rootSeconds = inNow.pointee.hostTime / 1_000_000_000 % 60
Swift.print("rootTotalSeconds: \(rootTotalSeconds) rootDays: \(rootDays) rootHours: \(rootHours) rootMinutes: \(rootMinutes) rootSeconds: \(rootSeconds)")
USE CASE 2: Time in DD:HH:mm:ss using videoTime
let totalSeconds = inNow.pointee.videoTime / Int64(inNow.pointee.videoTimeScale)
let days = (totalSeconds / (60 * 60 * 24)) % 365
let hours = (totalSeconds / (60 * 60)) % 24
let minutes = (totalSeconds / 60) % 60
let seconds = totalSeconds % 60
Swift.print("totalSeconds: \(totalSeconds) Days: \(days) Hours: \(hours) Minutes: \(minutes) Seconds: \(seconds)")
Swift.print("fps: \(Double(inNow.pointee.videoTimeScale) / Double(inNow.pointee.videoRefreshPeriod)) seconds: \(Double(inNow.pointee.videoTime) / Double(inNow.pointee.videoTimeScale))")
*/
/* The displayLinkContext in CVDisplayLinkOutputCallback's parameter list is the
view being driven by the CVDisplayLink. In order to use the context as an
instance of SwiftOpenGLView (which has our drawView() method) we need to use
unsafeBitCast() to cast this context to a SwiftOpenGLView.
*/
let view = unsafeBitCast(displayLinkContext, to: SwiftOpenGLView.self)
// Capture the current time in the currentTime property.
view.currentTime = inNow.pointee.videoTime / Int64(inNow.pointee.videoTimeScale)
view.drawView()
// We are going to assume that everything went well, and success as the CVReturn
return kCVReturnSuccess
}
/* Grab the a link to the active displays, set the callback defined above, and start
the link. An alternative to a nested function is a global function or a closure
passed as the argument--a local function (i.e. a function defined within the
class) is NOT allowed. The
UnsafeMutableRawPointer(unmanaged.passUnretained(self).toOpaque()) passes a
pointer to an instance of SwiftOpenGLView. UnsafeMutableRawPointer is a new type
Swift 3.0 that does not require type definition at its creation. For greater
detail place the Swift Evolution notes at https://github.com/apple/swift-evolution/blob/master/proposals/0107-unsaferawpointer.md
*/
CVDisplayLinkCreateWithActiveCGDisplays(&displayLink)
CVDisplayLinkSetOutputCallback(displayLink!, displayLinkOutputCallback, UnsafeMutableRawPointer(Unmanaged.passUnretained(self).toOpaque()))
CVDisplayLinkStart(displayLink!)
// Test render
}
override func draw(_ dirtyRect: NSRect) {
super.draw(dirtyRect)
// Drawing code here.
// This call is not entirely necessary as the view is already
// set to draw with every screen refresh. Were we to have
// used the view's display() function, then this object's
// draw(_:) would actually be called and this our drawView()
// within it. As it is now, it's not based on our implementation.
drawView()
}
fileprivate func drawView() {
// Grab a context, make it the active context for drawing, and then lock the focus
// before making OpenGL calls that change state or data within objects.
guard let context = self.openGLContext else {
// Just a filler error
Swift.print("oops")
return
}
context.makeCurrentContext()
CGLLockContext(context.cglContextObj!)
value = sin(currentTime)
glClearColor(value, value, value, 1.0)
glClear(GLbitfield(GL_COLOR_BUFFER_BIT))
// glFlush() is replaced with CGLFlushDrawable() and swaps the buffer being displayed
CGLFlushDrawable(context.cglContextObj!)
CGLUnlockContext(context.cglContextObj!)
}
deinit {
// Stop the display link. A better place to stop the link is in
// the viewController or windowController within functions such as
// windowWillClose(_:)
CVDisplayLinkStop(displayLink!)
}
}
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源代码位于GitHub
在努力使 CVDisplayLink 在 Swift 代码中工作的过程中,您并不孤单。我一直在努力完成这项工作,并通过我的研究意识到了一些事情,Swift 没有能力将参数发送到 C API 参数以使 CVDisplayLink 工作。我也在 Apple Developer 论坛上发布了我的回答,如果您不介意,我会与您分享。
最终编辑
我已将完全实现的 Swift 和 Obj-C 文件发布到GitHub
存储库包含:
这些文件包含许多注释,以帮助读者更好地理解代码的工作原理。OpenGL 和 CVDisplayLink 不是 Mac 上最容易学习的 API。希望这些文件将有助于加快该过程。欢迎输入,但请记住要友善——我努力处理这些文件。下面显示了相同的文件。
SwiftOpenGLView.swift
import Cocoa
import OpenGL.GL3
import QuartzCore.CVDisplayLink
@objc class SwiftOpenGLView: NSOpenGLView {
var displayLink: CVDisplayLink?
required init?(coder: NSCoder) {
// CVDisplayLinkCreateActiveCGDisplays() says we are enabling all useable
// delays to show our content. Pass in the displayLink porterty
// to capture the link.
CVDisplayLinkCreateWithActiveCGDisplays(&displayLink)
super.init(coder: coder)
// some OpenGL setup
// NSOpenGLPixelFormatAttribute is a typealias for UInt32 in Swift, cast each attribute
// Set the view's PixelFormat and Context to the custom pixelFormat and context
let attrs: [NSOpenGLPixelFormatAttribute] = [
UInt32(NSOpenGLPFAAccelerated),
UInt32(NSOpenGLPFAColorSize), UInt32(32),
UInt32(NSOpenGLPFADoubleBuffer),
UInt32(NSOpenGLPFAOpenGLProfile),
UInt32( NSOpenGLProfileVersion3_2Core),
UInt32(0)
]
let pixelFormat = NSOpenGLPixelFormat(attributes: attrs)
self.pixelFormat = pixelFormat
let context = NSOpenGLContext(format: pixelFormat, shareContext: nil)
self.openGLContext = context
// Set the swaping interval parameter on the context, setValues:forParameter: is expecting multiple values--use an array
// In Swift, context parameters are accessed though the NSOpenGLContextParameter enum, use dot syntax to access the swap interval
var swapInterval: [GLint] = [1]
self.openGLContext.setValues(swapInterval, forParameter: .GLCPSwapInterval)
// CVDLCallbackFunctionPointer() is a C function declared in CVDisplayLinkCallbackFunction.h
// It returns a pointer to our callback: CVDisplayLinkOutputCallback
// The third parameter takes an UnsafeMutablePointer<Void> and our argument needs to be our view (ie self)
// We have already stated this type of parameter requires the address of operator '&'
// We can't use'&' on out object, but we can still access the pointer using unsafeAddressOf()
// However, this address/pointer can't be passed as is--you have to cast to UnsafeMutablePointer<T> (where T is our class)
// To se the current display from our OpenGL context, we retrieve the pixelFormat and context as CoreGraphicsLayer objects
// Start the CVDisplayLink, note that we need to stop the displayLink when we are done --> done in APPDELEGATE.SWIFT!!!
CVDisplayLinkSetOutputCallback(displayLink!, CVDLCallbackFunctionPointer(), UnsafeMutablePointer<SwiftOpenGLView>(unsafeAddressOf(self)))
let cglPixelFormat = self.pixelFormat?.CGLPixelFormatObj
let cglContext = self.openGLContext.CGLContextObj
CVDisplayLinkSetCurrentCGDisplayFromOpenGLContext(displayLink!, cglContext, cglPixelFormat!)
CVDisplayLinkStart(displayLink!)
}
// Called by the callback function to ask our model to render out a frame for our context
// We have to cast from an UnsafePointer<CVTimeStamp> to an UnsafeMutablePointer<CVTimeStamp>
func getFrameForTime(outputTime: UnsafePointer<CVTimeStamp>)->CVReturn {
CVDisplayLinkGetCurrentTime(displayLink!, UnsafeMutablePointer<CVTimeStamp>(outputTime))
// For development purpose, calculate the frames per second using the CVTimeStamp passed to the callback function
// CVTimeStamp is a C struct with several members that are accessed by going straight to their memory location with .memory
// 'command' + 'click' on CVTimeStamp to see the struct's definition
let fps = (outputTime.memory.rateScalar * Double(outputTime.memory.videoTimeScale) / Double(outputTime.memory.videoRefreshPeriod))
println("FPS:\t \(fps)")
// It's time to draw, request the rendered frame
drawView()
return kCVReturnSuccess.value
}
override func prepareOpenGL() {
// Setup OpenGL
glClearColor(0.0, 0.0, 0.0, 1.0)
// Run a test render
drawView()
}
override func drawRect(dirtyRect: NSRect) {
super.drawRect(dirtyRect)
// Drawing code here.
drawView()
}
func drawView() {
// Grab a context from our view and make it current for drawing into
// CVDisplayLink uses a separate thread, lock focus or our context for thread safety
let context = self.openGLContext
context.makeCurrentContext()
CGLLockContext(context.CGLContextObj)
// Clear the context, set up the OpenGL shader program(s), call drawing commands
// OpenGL targets and such are UInt32's, cast them before sending in the OpenGL function
glClear(UInt32(GL_COLOR_BUFFER_BIT))
// We're using a double buffer, call CGLFlushDrawable() to swap the buffer
// We're done drawing, unlock the context before moving on
CGLFlushDrawable(context.CGLContextObj)
CGLUnlockContext(context.CGLContextObj)
}
}
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CVDisplayLinkCallbackFunction.h
@import Foundation;
@import QuartzCore.CVDisplayLink;
@interface CVDisplayLinkCallbackFunction : NSObject
CVDisplayLinkOutputCallback CVDLCallbackFunctionPointer();
@end
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CVDisplayLinkCallbackFunction.m
#import "CVDisplayLinkCallbackFunction.h"
#import "SwiftOpenGL-Swift.h"
@implementation CVDisplayLinkCallbackFunction
CVDisplayLinkOutputCallback CVDLCallbackFunctionPointer()
{
return CVDLCallbackFunction;
}
CVReturn CVDLCallbackFunction( CVDisplayLinkRef displayLink, const CVTimeStamp *inNow, const CVTimeStamp *inOutputTime, CVOptionFlags flagsIn, CVOptionFlags *flagsOut, void *displayLinkContext )
{
// Tell CVDisplayLink to call getFrameForTime: (in SwiftOpenGLView) with the provided CVTimeStamp
// The function returns a result which can be checked for success
CVReturn result = [(__bridge SwiftOpenGLView*)displayLinkContext getFrameForTime:inOutputTime];
return result;
}
@end
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SwiftOpenGL-Bridging-Header.h
#import "CVDisplaylinkCallbackFunction.h"
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AppDelegate.swift
import Cocoa
import QuartzCore.CVDisplayLink
@NSApplicationMain
class AppDelegate: NSObject, NSApplicationDelegate {
func applicationDidFinishLaunching(aNotification: NSNotification) {
// Insert code here to initialize your application
}
func applicationWillTerminate(aNotification: NSNotification) {
// Insert code here to tear down your application
// Grab the current window in our app, and from that grab the subviews of the attached viewController
// Cycle through that array to get our SwiftOpenGLView instance
let windowController = NSApplication.sharedApplication().mainWindow?.windowController() as? NSWindowController
let views = windowController?.contentViewController?.view.subviews as [NSView]
for view in views {
if let aView = view as? SwiftOpenGLView {
println("Checking if CVDisplayLink is running")
if let running = CVDisplayLinkIsRunning(aView.displayLink) as Boolean? {
println("Stopping CVDisplayLink")
let result = CVDisplayLinkStop(aView.displayLink)
if result == kCVReturnSuccess.value { println("CVDisplayLink stopped\n\tCode: \(result)") }
}
}
}
}
}
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我希望随着他们在 Swift 1.2 中取得的进步,他们将使这些 C API“可行”,同时完全用 Swift 编码。也许在今年的 WWDC 上,他们会宣布您可以在 swift 中使用所有 C API,而不必使用 Obj-C 端。更好的是,如果 C API 可以用 Swift 重写,那就太棒了。就个人而言,我认为这就是 Apple 打算采用 Swift 的地方——跨平台扫描以重新定义 Swift 中的框架。不过我不是工程师,所以也许这不是他们打算做的。但是,如果不是……为什么首先要制作 Swift?
希望 CVDisplayLink 在不久的将来可用于在 Swift 中进行编码。
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