1 package com.badlogic.gdx.backends.iosrobovm;
3 import org.robovm.cocoatouch.glkit.GLKViewDrawableColorFormat;
4 import org.robovm.cocoatouch.glkit.GLKViewDrawableDepthFormat;
5 import org.robovm.cocoatouch.glkit.GLKViewDrawableMultisample;
6 import org.robovm.cocoatouch.glkit.GLKViewDrawableStencilFormat;
8 public class IOSApplicationConfiguration {
9 // FIXME add compass, framebuffer bit depth, stencil, just like on Android if possible
10 /** whether to enable screen dimming. */
11 public boolean preventScreenDimming = true;
12 /** whether or not portrait orientation is supported. */
13 public boolean orientationPortrait = true;
14 /** whether or not landscape orientation is supported. */
15 public boolean orientationLandscape = true;
17 /** the color format, RGB565 is the default **/
18 public GLKViewDrawableColorFormat colorFormat = GLKViewDrawableColorFormat.RGB565;
20 /** the depth buffer format, Format16 is default **/
21 public GLKViewDrawableDepthFormat depthFormat = GLKViewDrawableDepthFormat.Format16;
23 /** the stencil buffer format, None is default **/
24 public GLKViewDrawableStencilFormat stencilFormat = GLKViewDrawableStencilFormat.None;
26 /** the multisample format, None is default **/
27 public GLKViewDrawableMultisample multisample = GLKViewDrawableMultisample.None;
29 /** number of frames per second, 60 is default **/
30 public int preferredFramesPerSecond = 60;
33 * Scale factor to use on large screens with retina display, i.e. iPad 3+ (has no effect on non-retina screens).
35 * <li>1.0 = no scaling (everything is in pixels)
36 * <li>0.5 = LibGDX will behave as you would only have half the pixels. I.e. instead of 2048x1536 you
37 * will work in 1024x768. This looks pixel perfect and will save you the trouble to create bigger
38 * graphics for the retina display.
39 * <li>any other value: scales the screens according to your scale factor. A scale factor
40 * oof 0.75, 0.8, 1.2, 1.5 etc. works very well without any artifacts!
43 public float displayScaleLargeScreenIfRetina = 1.0f;
45 * Scale factor to use on small screens with retina display, i.e. iPhone 4+, iPod 4+ (has no effect on non-retina screens).
47 * <li>1.0 = no scaling (everything is in pixels)
48 * <li>0.5 = LibGDX will behave as you would only have half the pixels. I.e. instead of 960x640 you
49 * will work in 480x320. This looks pixel perfect and will save you the trouble to create bigger
50 * graphics for the retina display.
51 * <li>any other value: scales the screens according to your scale factor. A scale factor
52 * of 0.75, 0.8, 1.2, 1.5 etc. works very well without any artifacts!
55 public float displayScaleSmallScreenIfRetina = 1.0f;
57 * Scale factor to use on large screens without retina display, i.e. iPad 1+2 (has no effect on retina screens).
59 * <li>1.0 = no scaling (everything is in pixels)
60 * <li>any other value: scales the screens according to your scale factor. A scale factor
61 * of 0.75, 0.8, 1.2, 1.5 etc. works very well without any artifacts!
64 public float displayScaleLargeScreenIfNonRetina = 1.0f;
66 * Scale factor to use on small screens without retina display, i.e. iPhone 1-3, iPod 1-3 (has no effect on retina screens).
68 * <li>1.0 = no scaling (everything is in pixels)
69 * <li>any other value: scales the screens according to your scale factor. A scale factor
70 * of 0.75, 0.8, 1.2, 1.5 etc. works very well without any artifacts!
73 public float displayScaleSmallScreenIfNonRetina = 1.0f;
75 /** whether to use the accelerometer, default true **/
76 public boolean useAccelerometer = true;
77 /** the update interval to poll the accelerometer with, in seconds **/
78 public float accelerometerUpdate = 0.05f;
80 /** whether to use the compass, default true **/
81 public boolean useCompass = true;