mirror of https://github.com/axmolengine/axmol.git
154 lines
5.6 KiB
C
154 lines
5.6 KiB
C
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#ifndef __CCCONFIG_H__
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#define __CCCONFIG_H__
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/** @def CC_FONT_LABEL_SUPPORT
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If enabled, FontLabel will be used to render .ttf files.
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If the .ttf file is not found, then it will use the standard UIFont class
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If disabled, the standard UIFont class will be used.
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To enable set it to a value different than 0. Enabled by default.
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*/
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#define CC_FONT_LABEL_SUPPORT 1
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/** @def CC_DIRECTOR_FAST_FPS
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If enabled, then the FPS will be drawn using CCLabelAtlas (fast rendering).
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You will need to add the fps_images.png to your project.
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If disabled, the FPS will be rendered using CCLabel (slow rendering)
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To enable set it to a value different than 0. Enabled by default.
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*/
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#define CC_DIRECTOR_FAST_FPS 1
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/** @def CC_DIRECTOR_FPS_INTERVAL
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Senconds between FPS updates.
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0.5 seconds, means that the FPS number will be updated every 0.5 seconds.
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Having a bigger number means a more reliable FPS
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Default value: 0.1f
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*/
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#define CC_DIRECTOR_FPS_INTERVAL (0.1f)
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/** @def CC_DIRECTOR_DISPATCH_FAST_EVENTS
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If enabled, and only when it is used with CCFastDirector, the main loop will wait 0.04 seconds to
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dispatch all the events, even if there are not events to dispatch.
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If your game uses lot's of events (eg: touches) it might be a good idea to enable this feature.
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Otherwise, it is safe to leave it disabled.
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To enable set it to a value different than 0. Disabled by default.
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@warning This feature is experimental
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*/
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#define CC_DIRECTOR_DISPATCH_FAST_EVENTS 0
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/** @def CC_COCOSNODE_RENDER_SUBPIXEL
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If enabled, the CCNode objects (CCSprite, CCLabel,etc) will be able to render in subpixels.
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If disabled, integer pixels will be used.
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To enable set it to a value different than 0. Enabled by default.
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*/
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#define CC_COCOSNODE_RENDER_SUBPIXEL 1
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/** @def CC_SPRITESHEET_RENDER_SUBPIXEL
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If enabled, the CCSprite objects rendered with CCSpriteSheet will be able to render in subpixels.
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If disabled, integer pixels will be used.
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To enable set it to a value different than 0. Enabled by default.
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*/
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#define CC_SPRITESHEET_RENDER_SUBPIXEL 1
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/** @def CC_TEXTURE_ATLAS_USES_VBO
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If enabled, the CCTextureAtlas object will use VBO instead of vertex list (VBO is recommended by Apple)
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To enable set it to a value different than 0. Enabled by default.
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@since v0.99.0
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*/
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#define CC_TEXTURE_ATLAS_USES_VBO 1
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/** @def CC_NODE_TRANSFORM_USING_AFFINE_MATRIX
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If enabled, CCNode will transform the nodes using a cached Affine matrix.
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If disabled, the node will be transformed using glTranslate,glRotate,glScale.
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Using the affine matrix only requires 2 GL calls.
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Using the translate/rotate/scale requires 5 GL calls.
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But computing the Affine matrix is relative expensive.
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But according to performance tests, Affine matrix performs better.
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This parameter doesn't affect SpriteSheet nodes.
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To enable set it to a value different than 0. Enabled by default.
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*/
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#define CC_NODE_TRANSFORM_USING_AFFINE_MATRIX 1
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/** @def CC_TEXTURE_ATLAS_USE_TRIANGLE_STRIP
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Use GL_TRIANGLE_STRIP instead of GL_TRIANGLES when rendering the texture atlas.
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It seems it is the recommend way, but it is much slower, so, enable it at your own risk
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To enable set it to a value different than 0. Disabled by default.
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*/
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#define CC_TEXTURE_ATLAS_USE_TRIANGLE_STRIP 0
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/** @def CC_TEXTURE_NPOT_SUPPORT
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If enabled, NPOT textures will be used where available. Only 3rd gen (and newer) devices support NPOT textures.
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NPOT textures have the following limitations:
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- They can't have mipmaps
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- They only accept GL_CLAMP_TO_EDGE in GL_TEXTURE_WRAP_{S,T}
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To enable set it to a value different than 0. Disabled by default.
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@since v0.99.2
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*/
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#define CC_TEXTURE_NPOT_SUPPORT 0
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/** @def CC_SPRITE_DEBUG_DRAW
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If enabled, all subclasses of CCSprite will draw a bounding box
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Useful for debugging purposes only. It is recommened to leave it disabled.
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To enable set it to a value different than 0. Disabled by default.
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*/
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#define CC_SPRITE_DEBUG_DRAW 0
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/** @def CC_SPRITESHEET_DEBUG_DRAW
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If enabled, all subclasses of CCSprite that are rendered using an CCSpriteSheet draw a bounding box.
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Useful for debugging purposes only. It is recommened to leave it disabled.
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To enable set it to a value different than 0. Disabled by default.
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*/
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#define CC_SPRITESHEET_DEBUG_DRAW 0
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/** @def CC_BITMAPFONTATLAS_DEBUG_DRAW
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If enabled, all subclasses of BitmapFontAtlas will draw a bounding box
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Useful for debugging purposes only. It is recommened to leave it disabled.
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To enable set it to a value different than 0. Disabled by default.
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*/
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#define CC_BITMAPFONTATLAS_DEBUG_DRAW 0
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/** @def CC_LABELATLAS_DEBUG_DRAW
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If enabled, all subclasses of LabeltAtlas will draw a bounding box
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Useful for debugging purposes only. It is recommened to leave it disabled.
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To enable set it to a value different than 0. Disabled by default.
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*/
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#define CC_LABELATLAS_DEBUG_DRAW 0
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/** @def CC_ENABLE_PROFILERS
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If enabled, will activate various profilers withing cocos2d. This statistical data will be output to the console
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once per second showing average time (in milliseconds) required to execute the specific routine(s).
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Useful for debugging purposes only. It is recommened to leave it disabled.
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To enable set it to a value different than 0. Disabled by default.
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*/
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#define CC_ENABLE_PROFILERS 0
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/** @def CC_COMPATIBILITY_WITH_0_8
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Enable it if you want to support v0.8 compatbility.
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Basically, classes without namespaces will work.
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It is recommended to disable compatibility once you have migrated your game to v0.9 to avoid class name polution
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To enable set it to a value different than 0. Disabled by default.
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*/
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#define CC_COMPATIBILITY_WITH_0_8 0
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#endif // __CCCONFIG_H__
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