/******************************************************************************* * 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.iosmoe; import apple.glkit.enums.GLKViewDrawableColorFormat; import apple.glkit.enums.GLKViewDrawableDepthFormat; import apple.glkit.enums.GLKViewDrawableMultisample; import apple.glkit.enums.GLKViewDrawableStencilFormat; 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 int colorFormat = GLKViewDrawableColorFormat.RGB565; /** the depth buffer format, Format16 is default **/ public int depthFormat = GLKViewDrawableDepthFormat.Format16; /** the stencil buffer format, None is default **/ public int stencilFormat = GLKViewDrawableStencilFormat.FormatNone; /** the multisample format, None is default **/ public int multisample = GLKViewDrawableMultisample.MultisampleNone; /** 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). * <ul> * <li>1.0 = no scaling (everything is in pixels) * <li>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. * <li>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! * </ul> */ 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). * <ul> * <li>1.0 = no scaling (everything is in pixels) * <li>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. * <li>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! * </ul> */ 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). * <ul> * <li>1.0 = no scaling (everything is in pixels) * <li>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! * </ul> */ 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). * <ul> * <li>1.0 = no scaling (everything is in pixels) * <li>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! * </ul> */ 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 status bar should be visible or not **/ public boolean statusBarVisible = false; /** Whether to override the ringer/mute switch, see https://github.com/libgdx/libgdx/issues/4430 */ public boolean overrideRingerSwitch = false; }