81 lines
2.5 KiB
Java
81 lines
2.5 KiB
Java
/*
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* Pixel Dungeon
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* Copyright (C) 2012-2015 Oleg Dolya
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*
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* Shattered Pixel Dungeon
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* Copyright (C) 2014-2025 Evan Debenham
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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package com.watabou.utils;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.Input;
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import com.badlogic.gdx.utils.SharedLibraryLoader;
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import com.watabou.noosa.Game;
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import com.badlogic.gdx.Application;
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//TODO migrate to platformSupport class
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public class DeviceCompat {
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//return APi level on Android, major OS version on iOS, 0 on desktop
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public static int getPlatformVersion(){
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return Gdx.app.getVersion();
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}
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public static boolean isAndroid(){
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return Gdx.app.getType() == Application.ApplicationType.Android;
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}
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public static boolean isiOS(){
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return Gdx.app.getType() == Application.ApplicationType.iOS;
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}
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public static boolean isDesktop(){
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return System.getProperty("os.name").toLowerCase().contains("win") ||
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System.getProperty("os.name").toLowerCase().contains("mac") ||
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System.getProperty("os.name").toLowerCase().contains("nux") ||
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Gdx.app.getType() == Application.ApplicationType.WebGL;
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}
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public static boolean isWeb(){
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return Gdx.app.getType() == Application.ApplicationType.WebGL;
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}
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public static boolean hasHardKeyboard(){
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return Gdx.input.isPeripheralAvailable(Input.Peripheral.HardwareKeyboard);
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}
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public static boolean isDebug(){
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return Game.version.contains("INDEV");
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}
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public static void log( String tag, String message ){
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Gdx.app.log( tag, message );
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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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return (Gdx.graphics.getBackBufferWidth() / (float)Game.width );
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}
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//...and in the Y dimension
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public static float getRealPixelScaleY(){
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return (Gdx.graphics.getBackBufferHeight() / (float)Game.height );
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}
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}
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