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package com.github.xpenatan.gdx.backends.teavm;


/**
 * @author xpenatan
 */
public class TeaApplicationConfiguration {

    /** Experimental, whether to enable OpenGL ES 30 (aka WebGL2) if supported. If not supported it will fall-back to OpenGL ES
     * 2.0. When GL ES 30 is enabled, {@link com.badlogic.gdx.Gdx#gl30} can be used to access its functionality.
     * @deprecated this option is currently experimental and not yet fully supported, expect issues. */
    @Deprecated
    public boolean useGL30 = false;

    /** Sets the {@link TeaWindowListener} which will be informed about teavm events. */
    public TeaWindowListener windowListener;

    /**
     * Load assets before starting the game. For custom loading, change to false.
     */
    public boolean preloadAssets = true;

    /**
     * The prefix for the browser storage. If you have multiple apps on the same server and want to keep the
     * data separate for those applications, you will need to set unique prefixes. This is useful if you are
     * e.g. uploading multiple webapps to itch.io and want to keep the data separate for each application.
     * 

* For example use "app1_" for one, and "app2_" for the other application, so the data that is stored in the * browser is not shared between the applications. If you leave the storage prefix at "", all the data * and files stored will be shared between the applications. */ public String storagePrefix = "app"; public String localStoragePrefix = "db/assets"; public boolean shouldEncodePreference = false; /** * Show download logs. */ public boolean showDownloadLogs = false; public String canvasID; /** * the width of the drawing area in pixels, 0 for using the available space or -1 to use html canvas size **/ public int width = -1; /** * the height of the drawing area in pixels, 0 for using the available space or -1 to use html canvas size **/ public int height = -1; /** * Padding to use for resizing the game content in the browser window, for resizable applications only. Defaults to 0. The * padding is necessary to prevent the browser from showing scrollbars. This can happen if the game content is of the same size * than the browser window. The padding is given in logical pixels, not affected by {@link #usePhysicalPixels}. */ public int padHorizontal = 0, padVertical = 0; /** * whether to use a stencil buffer **/ public boolean stencil = false; /** * whether to enable antialiasing **/ public boolean antialiasing = false; /** * whether to include an alpha channel in the color buffer **/ public boolean alpha = false; /** * whether to use premultipliedalpha, may have performance impact **/ public boolean premultipliedAlpha = false; /** * preserve the back buffer, needed if you fetch a screenshot via canvas#toDataUrl, may have performance impact **/ public boolean preserveDrawingBuffer = false; /** * whether to use debugging mode for OpenGL calls. Errors will result in a RuntimeException being thrown. */ public boolean useDebugGL = false; /** Whether to use physical device pixels or CSS pixels for scaling the canvas. Makes a difference on mobile devices and HDPI * and Retina displays. Set to true for resizable and fullscreen games on mobile devices and for Desktops if you want to use * the full resolution of HDPI/Retina displays.
* Setting to false mostly makes sense for fixed-size games or non-mobile games expecting performance issues on huge * resolutions. If you target mobiles and desktops, consider using physical device pixels on mobile devices only by using the * return value of {@link TeaApplication#isMobileDevice()} . */ public boolean usePhysicalPixels = true; /** * default, low-power or high-performance */ public String powerPreference = "high-performance"; public boolean isFixedSizeApplication() { return width != 0 && height != 0; } public boolean isAutoSizeApplication() { return width == 0 && height == 0; } public TeaApplicationConfiguration(String canvasID) { this.canvasID = canvasID; } }





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