Replies: 14 comments 1 reply
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If you stick to the Direct2D1 backend it should be possible to port this to Avalonia. A more decoupled version that supports more backends would make more sense for Avalonia. |
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@Gillibald It's base on SharpDX now. To make it portable backends it's need to modify lot of things. right? |
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If they just use Direct2D1 API it would be easier to port this to Avalonia because we kind of expose the RenderTarget API via DrawingContext. Haven't checked the implementation details so I could be wrong. |
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@Gillibald Another project was released for SkiaSharp https://github.com/yinyue200/LottieSkiaSharp |
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Looks like it is possible to just rewrite the rendering logic to support the Avalonia render pipeline. I would use LottieSkiaSharp as a starting point and just replace all the Skia related stuff with our render backend. That way you get support for all backends like D2D1 and Skia. Shouldn't be that complicated. |
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It would be better if the potential Lottie port for Avalonia be hooked to our RenderTimers, having a separate timer screws up rendering and is less performant |
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Are there any updates regarding lottie support? |
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https://github.com/AvaloniaUI/Avalonia.Lottie/ check this out @FG-rgb |
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Ah nice one. Thanks for the quick response ;) |
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not yet ready for primetime but getting there |
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Ok, I tested it, but seem not to be ready yet. Will give it a try in the future. |
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we're in the middle of developing it. stay tuned by watching the repo. |
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Big thanks. I am looking forward to it. |
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Recently an opensource Lottie project was released base on WPF + SharpDX and i want to know how we can use it in Avalonia too https://github.com/ascora/LottieSharp
I want to know how we can implement D2dControl for Avalonia
https://github.com/ascora/LottieSharp/blob/master/LottieSharp/WpfSurface/D2dControl.cs
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