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-rw-r--r--doc/classes/ProjectSettings.xml3
-rw-r--r--main/main.cpp1
-rw-r--r--misc/dist/ios_xcode/godot_ios/godot_ios-Info.plist1
-rw-r--r--platform/ios/godot_view.mm13
4 files changed, 12 insertions, 6 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 925d4ec7c4..7ac88377fb 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -565,6 +565,9 @@
The default screen orientation to use on mobile devices. See [enum DisplayServer.ScreenOrientation] for possible values.
[b]Note:[/b] When set to a portrait orientation, this project setting does not flip the project resolution's width and height automatically. Instead, you have to set [member display/window/size/viewport_width] and [member display/window/size/viewport_height] accordingly.
</member>
+ <member name="display/window/ios/allow_high_refresh_rate" type="bool" setter="" getter="" default="true">
+ If [code]true[/code], iOS devices that support high refresh rate/"ProMotion" will be allowed to render at up to 120 frames per second.
+ </member>
<member name="display/window/ios/hide_home_indicator" type="bool" setter="" getter="" default="true">
If [code]true[/code], the home indicator is hidden automatically. This only affects iOS devices without a physical home button.
</member>
diff --git a/main/main.cpp b/main/main.cpp
index 8d5c4af57f..ac23086f36 100644
--- a/main/main.cpp
+++ b/main/main.cpp
@@ -1826,6 +1826,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
PROPERTY_HINT_RANGE,
"0,33200,1,or_greater")); // No negative numbers
+ GLOBAL_DEF("display/window/ios/allow_high_refresh_rate", true);
GLOBAL_DEF("display/window/ios/hide_home_indicator", true);
GLOBAL_DEF("display/window/ios/hide_status_bar", true);
GLOBAL_DEF("display/window/ios/suppress_ui_gesture", true);
diff --git a/misc/dist/ios_xcode/godot_ios/godot_ios-Info.plist b/misc/dist/ios_xcode/godot_ios/godot_ios-Info.plist
index e9d22f6b4d..b88dfae5b2 100644
--- a/misc/dist/ios_xcode/godot_ios/godot_ios-Info.plist
+++ b/misc/dist/ios_xcode/godot_ios/godot_ios-Info.plist
@@ -58,5 +58,6 @@
</array>
$additional_plist_content
$plist_launch_screen_name
+ <key>CADisableMinimumFrameDurationOnPhone</key><true/>
</dict>
</plist>
diff --git a/platform/ios/godot_view.mm b/platform/ios/godot_view.mm
index ff90c05b1d..4537dc2985 100644
--- a/platform/ios/godot_view.mm
+++ b/platform/ios/godot_view.mm
@@ -30,6 +30,7 @@
#import "godot_view.h"
+#include "core/config/project_settings.h"
#include "core/os/keyboard.h"
#include "core/string/ustring.h"
#import "display_layer.h"
@@ -205,16 +206,16 @@ static const float earth_gravity = 9.80665;
if (self.useCADisplayLink) {
self.displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(drawView)];
- // Approximate frame rate
- // assumes device refreshes at 60 fps
- int displayFPS = (NSInteger)(1.0 / self.renderingInterval);
-
- self.displayLink.preferredFramesPerSecond = displayFPS;
+ if (GLOBAL_GET("display/window/ios/allow_high_refresh_rate")) {
+ self.displayLink.preferredFramesPerSecond = 120;
+ } else {
+ self.displayLink.preferredFramesPerSecond = 60;
+ }
// Setup DisplayLink in main thread
[self.displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSRunLoopCommonModes];
} else {
- self.animationTimer = [NSTimer scheduledTimerWithTimeInterval:self.renderingInterval target:self selector:@selector(drawView) userInfo:nil repeats:YES];
+ self.animationTimer = [NSTimer scheduledTimerWithTimeInterval:(1.0 / 60) target:self selector:@selector(drawView) userInfo:nil repeats:YES];
}
}