com.badlogic.gdx.backends.iosrobovm.IOSApplicationConfiguration Maven / Gradle / Ivy
/*DO NOT EDIT THIS FILE - it is machine generated*/
package com.badlogic.gdx.backends.iosrobovm;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.glutils.HdpiMode;
import com.badlogic.gdx.graphics.glutils.HdpiUtils;
import com.badlogic.gdx.utils.ObjectMap;
import com.badlogic.gdx.backends.iosrobovm.bindings.metalangle.MGLDrawableColorFormat;
import com.badlogic.gdx.backends.iosrobovm.bindings.metalangle.MGLDrawableDepthFormat;
import com.badlogic.gdx.backends.iosrobovm.bindings.metalangle.MGLDrawableMultisample;
import com.badlogic.gdx.backends.iosrobovm.bindings.metalangle.MGLDrawableStencilFormat;
import org.robovm.apple.uikit.UIRectEdge;
/** DO NOT EDIT THIS FILE - it is machine generated */
public class IOSApplicationConfiguration {
/** whether to enable screen dimming. */
public boolean preventScreenDimming = true;
/** whether or not portrait orientation is supported. */
public boolean orientationPortrait = true;
/** whether or not landscape orientation is supported. */
public boolean orientationLandscape = true;
/** the color format, RGBA8888 is the default * */
public MGLDrawableColorFormat colorFormat = MGLDrawableColorFormat.RGBA8888;
/** the depth buffer format, Format16 is default * */
public MGLDrawableDepthFormat depthFormat = MGLDrawableDepthFormat._16;
/** the stencil buffer format, None is default * */
public MGLDrawableStencilFormat stencilFormat = MGLDrawableStencilFormat.None;
/** the multisample format, None is default * */
public MGLDrawableMultisample multisample = MGLDrawableMultisample.None;
/** preferred/max number of frames per second. Set to "0" to indicate max supported by screen. Important: On standard OpenGL
* backend FPS is capped to 60. Make sure to use MetalANGLE to support higher FPS. * */
public int preferredFramesPerSecond = 0;
/** whether to use the accelerometer, default true * */
public boolean useAccelerometer = true;
/** the update interval to poll the accelerometer with, in seconds * */
public float accelerometerUpdate = 0.05f;
/** the update interval to poll the magnetometer with, in seconds * */
public float magnetometerUpdate = 0.05f;
/** whether to use the compass, default true * */
public boolean useCompass = true;
/** whether to use the haptics engine, default false. * */
public boolean useHaptics = false;
/** whether or not to allow background music from iPod * */
public boolean allowIpod = true;
/** whether or not the onScreenKeyboard should be closed on return key * */
public boolean keyboardCloseOnReturn = true;
/** Whether to enable OpenGL ES 3 if supported. If not supported it will fall-back to OpenGL ES 2.0. When GL ES 3 is enabled,
* {@link com.badlogic.gdx.Gdx#gl30} can be used to access it's functionality. */
public boolean useGL30 = false;
/** whether the status bar should be visible or not * */
public boolean statusBarVisible = false;
/** whether the home indicator should auto-hide or not. Be careful that if enabled, leaving the app only takes one swipe
* gesture instead of two and the indicator is never semitransparent. * */
public boolean hideHomeIndicator = false;
/** Whether to override the ringer/mute switch, see https://github.com/libgdx/libgdx/issues/4430 */
public boolean overrideRingerSwitch = false;
/** Edges where app gestures must be fired over system gestures. Prior to iOS 11, UIRectEdge.All was default behaviour if
* status bar hidden, see https://github.com/libgdx/libgdx/issues/5110 * */
public UIRectEdge screenEdgesDeferringSystemGestures = UIRectEdge.All;
/** The maximum number of threads to use for network requests. Default is {@link Integer#MAX_VALUE}. */
public int maxNetThreads = Integer.MAX_VALUE;
/** The minimal buffer size of the audio device. Below 2048 can lead to buggy behavior. */
public int audioDeviceBufferSize = 512;
/** How many buffers to use for audio device */
public int audioDeviceBufferCount = 9;
/** whether to use audio or not. Default is true
* */
public boolean useAudio = true;
/** This setting allows you to specify whether you want to work in logical or raw pixel units. See {@link HdpiMode} for more
* information. Note that some OpenGL functions like {@link GL20#glViewport(int, int, int, int)} and
* {@link GL20#glScissor(int, int, int, int)} require raw pixel units. Use {@link HdpiUtils} to help with the conversion if
* HdpiMode is set to {@link HdpiMode#Logical}. Defaults to {@link HdpiMode#Logical}. */
public HdpiMode hdpiMode = HdpiMode.Logical;
ObjectMap knownDevices = IOSDevice.populateWithKnownDevices();
/** adds device information for newer iOS devices, or overrides information for given ones
* @param classifier human readable device classifier
* @param machineString machine string returned by iOS
* @param ppi device's pixel per inch value */
public void addIosDevice (String classifier, String machineString, int ppi) {
IOSDevice.addDeviceToMap(knownDevices, classifier, machineString, ppi);
}
}
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