'use strict';

Object.defineProperty(exports, '__esModule', { value: true });

var adapter = require('./adapter/adapter.js');

const settings = {
  /**
   * This adapter is used to call methods that are platform dependent.
   * For example `document.createElement` only runs on the web but fails in node environments.
   * This allows us to support more platforms by abstracting away specific implementations per platform.
   *
   * By default the adapter is set to work in the browser. However you can create your own
   * by implementing the `IAdapter` interface. See `IAdapter` for more information.
   * @name ADAPTER
   * @memberof settings
   * @type {Adapter}
   * @default BrowserAdapter
   */
  ADAPTER: adapter.BrowserAdapter,
  /**
   * The prefix that denotes a URL is for a retina asset.
   * @static
   * @name RETINA_PREFIX
   * @memberof settings
   * @type {RegExp}
   * @default /@([0-9\.]+)x/
   * @example `@2x`
   */
  RETINA_PREFIX: /@([0-9\.]+)x/,
  /**
   * Should the `failIfMajorPerformanceCaveat` flag be enabled as a context option used in the `isWebGLSupported` function.
   * If set to true, a WebGL renderer can fail to be created if the browser thinks there could be performance issues when
   * using WebGL.
   *
   * In PixiJS v6 this has changed from true to false by default, to allow WebGL to work in as many scenarios as possible.
   * However, some users may have a poor experience, for example, if a user has a gpu or driver version blacklisted by the
   * browser.
   *
   * If your application requires high performance rendering, you may wish to set this to false.
   * We recommend one of two options if you decide to set this flag to false:
   *
   * 1: Use the `pixi.js-legacy` package, which includes a Canvas renderer as a fallback in case high performance WebGL is
   *    not supported.
   *
   * 2: Call `isWebGLSupported` (which if found in the utils package) in your code before attempting to create a
   *    PixiJS renderer, and show an error message to the user if the function returns false, explaining that their
   *    device & browser combination does not support high performance WebGL.
   *    This is a much better strategy than trying to create a PixiJS renderer and finding it then fails.
   * @static
   * @name FAIL_IF_MAJOR_PERFORMANCE_CAVEAT
   * @memberof settings
   * @type {boolean}
   * @default false
   */
  FAIL_IF_MAJOR_PERFORMANCE_CAVEAT: false,
  /**
   * Default resolution / device pixel ratio of the renderer.
   * @static
   * @name RESOLUTION
   * @memberof settings
   * @type {number}
   * @default 1
   */
  RESOLUTION: 1
};

exports.settings = settings;
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