v3.2.3: initial overhaul to inset functionality for edge-to-edge
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@@ -58,15 +58,6 @@ public class DeviceCompat {
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Gdx.app.log( tag, message );
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}
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public static RectF getSafeInsets(){
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RectF result = new RectF();
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result.left = Gdx.graphics.getSafeInsetLeft();
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result.top = Gdx.graphics.getSafeInsetTop();
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result.right = Gdx.graphics.getSafeInsetRight();
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result.bottom = Gdx.graphics.getSafeInsetBottom();
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return result;
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}
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//some devices (macOS mainly) report virtual pixels to Shattered, but sometimes we want real pixel precision
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//this returns the number of real pixels per virtual pixel in the X dimension...
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public static float getRealPixelScaleX(){
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@@ -39,6 +39,24 @@ public abstract class PlatformSupport {
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public boolean supportsFullScreen(){
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return true; //default
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}
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public static final int INSET_ALL = 3; //All insets, from hole punches to nav bars
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public static final int INSET_LRG = 2; //Only big insets, full size notches and nav bars
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public static final int INSET_BLK = 1; //only complete blocker assets like navbars
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public RectF getSafeInsets( int level ){
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return new RectF(
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Gdx.graphics.getSafeInsetLeft(),
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Gdx.graphics.getSafeInsetTop(),
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Gdx.graphics.getSafeInsetRight(),
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Gdx.graphics.getSafeInsetBottom()
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);
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}
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//returns a display cutout (if one is present) in device pixels, or null is none is present
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public RectF getDisplayCutout(){
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return null;
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}
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public abstract void updateSystemUI();
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