Java tutorial
/******************************************************************************* * 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.gwt; import com.google.gwt.user.client.ui.Panel; import com.google.gwt.user.client.ui.TextArea; public class GwtApplicationConfiguration { /** the width of the drawing area in pixels **/ public int width; /** the height of the drawing area in pixels **/ public int height; /** whether to use a stencil buffer **/ public boolean stencil = false; /** whether to enable antialiasing **/ public boolean antialiasing = false; /** the framerate to run the game at **/ public int fps = 60; /** the Panel to add the WebGL canvas to, can be null in which case a Panel is added automatically to the body element of the * DOM **/ public Panel rootPanel; /** the id of a canvas element to be used as the drawing area, can be null in which case a Panel and Canvas are added to the * body element of the DOM **/ public String canvasId; /** a TextArea to log messages to, can be null in which case a TextArea will be added to the body element of the DOM. */ public TextArea log; /** whether to use debugging mode for OpenGL calls. Errors will result in a RuntimeException being thrown. */ public boolean useDebugGL = false; /** whether SoundManager2 should prefer to use flash instead of html5 audio (it should fall back if not available) */ public boolean preferFlash = true; /** preserve the back buffer, needed if you fetch a screenshot via canvas#toDataUrl, may have performance impact **/ public boolean preserveDrawingBuffer = false; public GwtApplicationConfiguration(int width, int height) { this.width = width; this.height = height; } }