private TextureCallbacks( IntPtr _textureServiceHandle, TextureLoadHandler.AllocateTextureBufferCallback _allocateTextureBuffer, TextureLoadHandler.BeginUploadTextureBufferCallback _beginUploadTextureBuffer, IndoorMapTextureStreamingService.OnTextureReceivedCallback _onTextureReceived, TextureLoadHandler.ReleaseTextureCallback _releaseTexture, TextureLoadHandler.CreateCubemapFromFacesCallback _createCubemapFromFaces) { textureServiceHandle = _textureServiceHandle; allocateTextureBuffer = _allocateTextureBuffer; beginUploadTextureBuffer = _beginUploadTextureBuffer; onTextureReceived = _onTextureReceived; releaseTexture = _releaseTexture; createCubemapFromFaces = _createCubemapFromFaces; }
private static extern void Initialize( int screenWidth, int screenHeight, float screenDPI, [MarshalAs(UnmanagedType.LPStr)] string apiKey, [MarshalAs(UnmanagedType.LPStr)] string assetPath, ref ConfigParams.NativeConfig config, MeshUploader.AllocateUnpackedMeshCallback allocateUnpackedMesh, MeshUploader.UploadUnpackedMeshCallback uploadUnpackedMesh, MapGameObjectScene.AddMeshCallback addMesh, MapGameObjectScene.DeleteMeshCallback deleteMesh, MapGameObjectScene.VisibilityCallback setVisible, CameraApi.CameraEventCallback cameraEventCallback, AssertHandler.HandleAssertCallback assertHandlerCallback, TextureLoadHandler.AllocateTextureBufferCallback allocateTextureBuffer, TextureLoadHandler.BeginUploadTextureBufferCallback beginUploadTextureBuffer, TextureLoadHandler.ReleaseTextureCallback releaseTexture, [MarshalAs(UnmanagedType.LPStr)] string coverageTreeUrl, [MarshalAs(UnmanagedType.LPStr)] string themeUrl );