com.badlogic.gdx.backends.iosrobovm.IOSApplicationConfiguration Maven / Gradle / Ivy
/*******************************************************************************
* Copyright 2011 See AUTHORS file.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
package com.badlogic.gdx.backends.iosrobovm;
import org.robovm.apple.glkit.GLKViewDrawableColorFormat;
import org.robovm.apple.glkit.GLKViewDrawableDepthFormat;
import org.robovm.apple.glkit.GLKViewDrawableMultisample;
import org.robovm.apple.glkit.GLKViewDrawableStencilFormat;
import org.robovm.apple.uikit.UIRectEdge;
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, RGB565 is the default **/
public GLKViewDrawableColorFormat colorFormat = GLKViewDrawableColorFormat.RGB565;
/** the depth buffer format, Format16 is default **/
public GLKViewDrawableDepthFormat depthFormat = GLKViewDrawableDepthFormat._16;
/** the stencil buffer format, None is default **/
public GLKViewDrawableStencilFormat stencilFormat = GLKViewDrawableStencilFormat.None;
/** the multisample format, None is default **/
public GLKViewDrawableMultisample multisample = GLKViewDrawableMultisample.None;
/** number of frames per second, 60 is default **/
public int preferredFramesPerSecond = 60;
/** Scale factor to use on large screens with retina display, i.e. iPad 3+ (has no effect on non-retina screens).
*
* - 1.0 = no scaling (everything is in pixels)
*
- 0.5 = LibGDX will behave as you would only have half the pixels. I.e. instead of 2048x1536 you will work in 1024x768.
* This looks pixel perfect and will save you the trouble to create bigger graphics for the retina display.
*
- any other value: scales the screens according to your scale factor. A scale factor oof 0.75, 0.8, 1.2, 1.5 etc. works
* very well without any artifacts!
*
*/
public float displayScaleLargeScreenIfRetina = 1.0f;
/** Scale factor to use on small screens with retina display, i.e. iPhone 4+, iPod 4+ (has no effect on non-retina screens).
*
* - 1.0 = no scaling (everything is in pixels)
*
- 0.5 = LibGDX will behave as you would only have half the pixels. I.e. instead of 960x640 you will work in 480x320. This
* looks pixel perfect and will save you the trouble to create bigger graphics for the retina display.
*
- any other value: scales the screens according to your scale factor. A scale factor of 0.75, 0.8, 1.2, 1.5 etc. works
* very well without any artifacts!
*
*/
public float displayScaleSmallScreenIfRetina = 1.0f;
/** Scale factor to use on large screens without retina display, i.e. iPad 1+2 (has no effect on retina screens).
*
* - 1.0 = no scaling (everything is in pixels)
*
- any other value: scales the screens according to your scale factor. A scale factor of 0.75, 0.8, 1.2, 1.5 etc. works
* very well without any artifacts!
*
*/
public float displayScaleLargeScreenIfNonRetina = 1.0f;
/** Scale factor to use on small screens without retina display, i.e. iPhone 1-3, iPod 1-3 (has no effect on retina screens).
*
* - 1.0 = no scaling (everything is in pixels)
*
- any other value: scales the screens according to your scale factor. A scale factor of 0.75, 0.8, 1.2, 1.5 etc. works
* very well without any artifacts!
*
*/
public float displayScaleSmallScreenIfNonRetina = 1.0f;
/** 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 or not to allow background music from iPod **/
public boolean allowIpod = false;
/** whether or not the onScreenKeyboard should be closed on return key **/
public boolean keyboardCloseOnReturn = true;
/** Experimental, 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.
* @deprecated this option is currently experimental and not yet fully supported, expect issues. */
@Deprecated public boolean useGL30 = false;
/** whether the home indicator should be hidden or not **/
public boolean hideHomeIndicator = true;
/** 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.None;
}
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