Libraries.Game.IOSConfiguration Documentation

Inherits from: Libraries.Language.Object, Libraries.Game.ApplicationConfiguration

Variables Table

VariablesDescription
integer multisampleFormatThe multisample format of the application. The value should be SAMPLE_4X or NONE. The default value is NONE.
integer SAMPLE_4XA multisample format. This will set the multisampling buffer to use 4x sampling.
boolean allowIPodWhether or not to allow background music to be played if on an iPod. By default, this value is false.
boolean keyboardCloseOnReturnWhether or not the on screen keyboard should be closed when the user hits the return key. By default, this value is true.
integer preferredFramesPerSecondThe number of frames per second the application will target for. 60 is the default value.
number compassUpdateHow many seconds should pass before each update to the compass, if useCompass is true.
integer depthFormatThe depth format of the application. The value should be DEPTH_16, DEPTH_24, or NONE. The default is DEPTH_16.
number largeNonRetinaDisplayScaleThe scale factor to use on large screens without retina display, i.e. iPad 1-2. A large scale value will make drawn objects on the screen larger, which in turn will cause the screen to appear to have fewer pixels while rendering the game. For example, a scale of 1.0 will have no effect, while a scale of 2.0 will make all drawn objects appear twice as large. The default value is 1.0.
integer SRGBA8888A color format mode. This mode will use 8 bits each for red, green, blue, and alpha channels, and will keep the displayed colors in the sRGB color space.
integer DEPTH_16A depth format mode. This will set the depth buffer to use 16 bits. This is the default depth format mode.
integer DEPTH_24A depth format mode. This will set the depth buffer to use 24 bits.
integer NONEIndicates that the given feature should not be used. Valid for the depth format, stencil format, or multisample format. This is the default value for the stencil format and multisample format.
number smallNonRetinaDisplayScaleThe scale factor to use on small screens without retina display, i.e. iPhone 1-3. A large scale value will make drawn objects on the screen larger, which in turn will cause the screen to appear to have fewer pixels while rendering the game. For example, a scale of 1.0 will have no effect, while a scale of 2.0 will make all drawn objects appear twice as large. The default value is 1.0.
integer RGB565A color format mode. This mode uses 5 bits each for the red and blue channels, and 6 bits for the green channel.
number smallRetinaDisplayScaleThe scale factor to use on small screens with retina display, i.e. iPhone 4+. A large scale value will make drawn objects on the screen larger, which in turn will cause the screen to appear to have fewer pixels while rendering the game. For example, a scale of 1.0 will have no effect, while a scale of 2.0 will make all drawn objects appear twice as large. The default value is 1.0.
number largeRetinaDisplayScaleThe scale factor to use on large screens with retina display, i.e. iPad 3+. A large scale value will make drawn objects on the screen larger, which in turn will cause the screen to appear to have fewer pixels while rendering the game. For example, a scale of 1.0 will have no effect, while a scale of 2.0 will make all drawn objects appear twice as large. The default value is 1.0.
integer stencilFormatThe stencil buffer format of the application. The value should be STENCIL_8 or NONE. By default, the value is NONE.
boolean preventScreenDimmingWhether or not the screen should be prevented from dimming due to inactivity.
boolean useCompassWhether or not the application should use the device's compass. By default, this value is false.
integer colorFormatThe color format of the application. The value should be RGBA8888, RGB565, or SRGBA8888. By default it is RGBA8888.
boolean portraitSupportedWhether or not portrait orientation is supported for this game.
integer RGBA8888A color format mode. This mode uses 8 bits each for red, green, blue, and alpha channels. This is the default color mode.
boolean landscapeSupportedWhether or not landscape orientation is supported for this game.
integer STENCIL_8A stencil format mode. This will set the stencil buffer to use 8 bits.

Actions Documentation

Compare(Libraries.Language.Object object)

This action compares two object hash codes and returns an integer. The result is larger if this hash code is larger than the object passed as a parameter, smaller, or equal. In this case, -1 means smaller, 0 means equal, and 1 means larger. This action was changed in Quorum 7 to return an integer, instead of a CompareResult object, because the previous implementation was causing efficiency issues.

Parameters

Return

integer: The Compare result, Smaller, Equal, or Larger.

Example

Object o
Object t
integer result = o:Compare(t) //1 (larger), 0 (equal), or -1 (smaller)

Equals(Libraries.Language.Object object)

This action determines if two objects are equal based on their hash code values.

Parameters

Return

boolean: True if the hash codes are equal and false if they are not equal.

Example

use Libraries.Language.Object
use Libraries.Language.Types.Text
Object o
Text t
boolean result = o:Equals(t)

GetHashCode()

This action gets the hash code for an object.

Return

integer: The integer hash code of the object.

Example

Object o
integer hash = o:GetHashCode()