2019-11-23 20:27:39 +08:00
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/****************************************************************************
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Copyright (c) 2008-2010 Ricardo Quesada
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2011 Zynga Inc.
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#pragma once
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#include "platform/CCPlatformConfig.h"
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/**
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* @file
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* cocos2d (cc) configuration file.
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*/
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/** @def CC_ENABLE_STACKABLE_ACTIONS
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* If enabled, actions that alter the position property (eg: MoveBy, JumpBy, BezierBy, etc..) will be stacked.
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* If you run 2 or more 'position' actions at the same time on a node, then end position will be the sum of all the positions.
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* If disabled, only the last run action will take effect.
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* Enabled by default. Disable to be compatible with v2.0 and older versions.
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* @since v2.1
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*/
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#ifndef CC_ENABLE_STACKABLE_ACTIONS
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#define CC_ENABLE_STACKABLE_ACTIONS 1
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#endif
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/** @def CC_ENABLE_GL_STATE_CACHE
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* If enabled, cocos2d will maintain an OpenGL state cache internally to avoid unnecessary switches.
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* In order to use them, you have to use the following functions, instead of the GL ones:
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* - ccGLUseProgram() instead of glUseProgram().
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* - GL::deleteProgram() instead of glDeleteProgram().
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* - GL::blendFunc() instead of glBlendFunc().
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* If this functionality is disabled, then ccGLUseProgram(), GL::deleteProgram(), GL::blendFunc() will call the GL ones, without using the cache.
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* It is recommended to enable whenever possible to improve speed.
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* If you are migrating your code from GL ES 1.1, then keep it disabled. Once all your code works as expected, turn it on.
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* Enabled by default.
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* @since v2.0.0
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*/
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#ifndef CC_ENABLE_GL_STATE_CACHE
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#define CC_ENABLE_GL_STATE_CACHE 1
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#endif
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/** @def CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL
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* If enabled, the texture coordinates will be calculated by using this formula:
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* - texCoord.left = (rect.origin.x*2+1) / (texture.wide*2);
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* - texCoord.right = texCoord.left + (rect.size.width*2-2)/(texture.wide*2);
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* The same for bottom and top.
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* This formula prevents artifacts by using 99% of the texture.
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* The "correct" way to prevent artifacts is by using the spritesheet-artifact-fixer.py or a similar tool.
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* Affected nodes:
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* - Sprite / SpriteBatchNode and subclasses: LabelBMFont, TMXTiledMap.
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* - LabelAtlas.
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* - QuadParticleSystem.
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* - TileMap.
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* To enabled set it to 1. Disabled by default.
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* @since v0.99.5
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*/
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#ifndef CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL
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#define CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL 0
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#endif
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/** @def CC_DIRECTOR_STATS_INTERVAL
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* Seconds 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: 0.5f
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*/
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#ifndef CC_DIRECTOR_STATS_INTERVAL
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#define CC_DIRECTOR_STATS_INTERVAL (0.5f)
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#endif
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/** @def CC_DIRECTOR_FPS_POSITION
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* Position of the FPS.
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* Default: 0,0 (bottom-left corner).
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*/
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#ifndef CC_DIRECTOR_FPS_POSITION
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#define CC_DIRECTOR_FPS_POSITION Vec2(0,0)
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#endif
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/** @def CC_DIRECTOR_DISPATCH_FAST_EVENTS
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* If enabled, and only when it is used with FastDirector, 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 1. Disabled by default.
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* @warning This feature is experimental.
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*/
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#ifndef CC_DIRECTOR_DISPATCH_FAST_EVENTS
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#define CC_DIRECTOR_DISPATCH_FAST_EVENTS 0
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#endif
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/** @def CC_DIRECTOR_MAC_USE_DISPLAY_LINK_THREAD
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* If enabled, cocos2d-mac will run on the Display Link thread. If disabled cocos2d-mac will run in its own thread.
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* If enabled, the images will be drawn at the "correct" time, but the events might not be very responsive.
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* If disabled, some frames might be skipped, but the events will be dispatched as they arrived.
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* To enable set it to a 1, to disable it set to 0. Enabled by default.
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* Only valid for cocos2d-mac. Not supported on cocos2d-ios.
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*/
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#ifndef CC_DIRECTOR_MAC_USE_DISPLAY_LINK_THREAD
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#define CC_DIRECTOR_MAC_USE_DISPLAY_LINK_THREAD 1
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#endif
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/** @def CC_NODE_RENDER_SUBPIXEL
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* If enabled, the Node objects (Sprite, Label,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 1. Enabled by default.
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*/
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#ifndef CC_NODE_RENDER_SUBPIXEL
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#define CC_NODE_RENDER_SUBPIXEL 1
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#endif
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/** @def CC_SPRITEBATCHNODE_RENDER_SUBPIXEL
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* If enabled, the Sprite objects rendered with SpriteBatchNode 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 1. Enabled by default.
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*/
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#ifndef CC_SPRITEBATCHNODE_RENDER_SUBPIXEL
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#define CC_SPRITEBATCHNODE_RENDER_SUBPIXEL 1
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#endif
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/** @def CC_TEXTURE_ATLAS_USE_VAO
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* By default, TextureAtlas (used by many cocos2d classes) will use VAO (Vertex Array Objects).
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* Apple recommends its usage but they might consume a lot of memory, specially if you use many of them.
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* So for certain cases, where you might need hundreds of VAO objects, it might be a good idea to disable it.
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* To disable it set it to 0. Enabled by default.
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* If a device doesn't support VAO though it claims to support should add exceptions list here.
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*/
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#ifndef CC_TEXTURE_ATLAS_USE_VAO
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#define CC_TEXTURE_ATLAS_USE_VAO 1
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#endif
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/** @def CC_USE_LA88_LABELS
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* If enabled, it will use LA88 (Luminance Alpha 16-bit textures) for LabelTTF objects.
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* If it is disabled, it will use A8 (Alpha 8-bit textures).
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* LA88 textures are 6% faster than A8 textures, but they will consume 2x memory.
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* This feature is enabled by default.
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* @since v0.99.5
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*/
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#ifndef CC_USE_LA88_LABELS
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#define CC_USE_LA88_LABELS 1
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#endif
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/** @def CC_SPRITE_DEBUG_DRAW
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* If enabled, all subclasses of Sprite will draw a bounding box.
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* Useful for debugging purposes only. It is recommended 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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* 0 -- disabled
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* 1 -- draw bounding box
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* 2 -- draw texture box
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*/
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#ifndef CC_SPRITE_DEBUG_DRAW
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#define CC_SPRITE_DEBUG_DRAW 0
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#endif
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/** @def CC_LABEL_DEBUG_DRAW
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* If enabled, all subclasses of Label will draw a bounding box.
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* Useful for debugging purposes only. It is recommended 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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* 0 -- disabled
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* 1 -- draw bounding box
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*/
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#ifndef CC_LABEL_DEBUG_DRAW
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#define CC_LABEL_DEBUG_DRAW 0
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#endif
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/** @def CC_SPRITEBATCHNODE_DEBUG_DRAW
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* If enabled, all subclasses of Sprite that are rendered using an SpriteBatchNode draw a bounding box.
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* Useful for debugging purposes only. It is recommended 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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#ifndef CC_SPRITEBATCHNODE_DEBUG_DRAW
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#define CC_SPRITEBATCHNODE_DEBUG_DRAW 0
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#endif
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/** @def CC_LABELBMFONT_DEBUG_DRAW
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* If enabled, all subclasses of LabelBMFont will draw a bounding box.
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* Useful for debugging purposes only. It is recommended 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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#ifndef CC_LABELBMFONT_DEBUG_DRAW
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#define CC_LABELBMFONT_DEBUG_DRAW 0
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#endif
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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 recommended 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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#ifndef CC_LABELATLAS_DEBUG_DRAW
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#define CC_LABELATLAS_DEBUG_DRAW 0
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#endif
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/** @def CC_NODE_DEBUG_VERIFY_EVENT_LISTENERS
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* If enabled (in conjunction with assertion macros) will verify on Node destruction that the node being destroyed has no event
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* listeners still associated with it in the event dispatcher. This can be used to track down problems where the event dispatch
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* system has dangling pointers to destroyed nodes.
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* Note: event listener verification will always be disabled in builds where assertions are disabled regardless of this setting.
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*/
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#ifndef CC_NODE_DEBUG_VERIFY_EVENT_LISTENERS
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#define CC_NODE_DEBUG_VERIFY_EVENT_LISTENERS 0
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#endif
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/** @def CC_ENABLE_PROFILERS
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* If enabled, will activate various profilers within 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 recommended 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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#ifndef CC_ENABLE_PROFILERS
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#define CC_ENABLE_PROFILERS 0
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#endif
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/** Enable Lua engine debug log. */
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#ifndef CC_LUA_ENGINE_DEBUG
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#define CC_LUA_ENGINE_DEBUG 0
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#endif
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/** Use physics integration API. */
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#ifndef CC_USE_PHYSICS
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#define CC_USE_PHYSICS 1
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#endif
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2020-12-02 19:03:05 +08:00
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2019-11-23 20:27:39 +08:00
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#if (CC_USE_PHYSICS)
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2020-12-02 19:03:05 +08:00
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/** Use chipmunk physics 2d engine. */
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2019-11-23 20:27:39 +08:00
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#ifndef CC_ENABLE_CHIPMUNK_INTEGRATION
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#define CC_ENABLE_CHIPMUNK_INTEGRATION 1
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#endif
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2020-12-02 19:03:05 +08:00
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/** or use box2d physics 2d engine. */
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2019-11-23 20:27:39 +08:00
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#ifndef CC_ENABLE_BOX2D_INTEGRATION
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#define CC_ENABLE_BOX2D_INTEGRATION 1
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#endif
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#endif // CC_USE_PHYSICS
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/** Use 3d physics integration API. */
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#ifndef CC_USE_3D_PHYSICS
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_MAC || CC_TARGET_PLATFORM == CC_PLATFORM_WIN32 || CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
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#define CC_USE_3D_PHYSICS 1
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#endif
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#endif
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#if (CC_USE_3D_PHYSICS)
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/** Use bullet physics engine. */
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#ifndef CC_ENABLE_BULLET_INTEGRATION
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#define CC_ENABLE_BULLET_INTEGRATION 1
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#endif
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#endif
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/** Use 3D navigation API */
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#ifndef CC_USE_NAVMESH
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#define CC_USE_NAVMESH 1
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#endif
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/** Use culling or not. */
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#ifndef CC_USE_CULLING
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#define CC_USE_CULLING 1
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#endif
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/** Support PNG or not. If your application don't use png format picture, you can undefine this macro to save package size.
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*/
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#ifndef CC_USE_PNG
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#define CC_USE_PNG 1
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#endif // CC_USE_PNG
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/** Support JPEG or not. If your application don't use jpeg format picture, you can undefine this macro to save package size.
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*/
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#ifndef CC_USE_JPEG
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#define CC_USE_JPEG 1
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#endif // CC_USE_JPEG
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/** Support webp or not. If your application don't use webp format picture, you can undefine this macro to save package size.
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*/
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#ifndef CC_USE_WEBP
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#define CC_USE_WEBP 1
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#endif // CC_USE_WEBP
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2020-08-04 22:38:57 +08:00
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/** Enable Lua Script binding */
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#ifndef CC_ENABLE_SCRIPT_BINDING
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#define CC_ENABLE_SCRIPT_BINDING 1
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#endif
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/** When CC_ENABLE_SCRIPT_BINDING and CC_ENABLE_GC_FOR_NATIVE_OBJECTS are both 1
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* then the Garbage collector will release the native objects, only when the JS/Lua objects
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* are collected.
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* The benefit is that users don't need to retain/release the JS/Lua objects manually.
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* Disabled by default.
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*/
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#ifdef CC_ENABLE_SCRIPT_BINDING
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#ifndef CC_ENABLE_GC_FOR_NATIVE_OBJECTS
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#define CC_ENABLE_GC_FOR_NATIVE_OBJECTS 0
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#endif
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#endif
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/** @def CC_CONSTRUCTOR_ACCESS
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* Indicate the init functions access modifier. If value equals to protected, then these functions are protected.
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* If value equals to public, these functions are public,
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* protected by default.
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*/
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#ifndef CC_CONSTRUCTOR_ACCESS
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#ifdef CC_ENABLE_SCRIPT_BINDING
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#define CC_CONSTRUCTOR_ACCESS public
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#else
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#define CC_CONSTRUCTOR_ACCESS protected
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#endif
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#endif
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#ifndef CC_FILEUTILS_APPLE_ENABLE_OBJC
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#define CC_FILEUTILS_APPLE_ENABLE_OBJC 1
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#endif
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/** @def CC_ENABLE_PREMULTIPLIED_ALPHA
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* If enabled, all textures will be preprocessed to multiply its rgb components
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* by its alpha component.
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*/
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#ifndef CC_ENABLE_PREMULTIPLIED_ALPHA
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# define CC_ENABLE_PREMULTIPLIED_ALPHA 1
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#endif
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/** @def CC_STRIP_FPS
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* Whether to strip FPS related data and functions, such as cc_fps_images_png
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*/
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#ifndef CC_STRIP_FPS
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#define CC_STRIP_FPS 0
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#endif
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2020-09-05 17:12:30 +08:00
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#ifndef CC_REDUCE_PAUSED_CPU_USAGE
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#define CC_REDUCE_PAUSED_CPU_USAGE 0
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#endif
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2019-11-23 20:27:39 +08:00
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#ifndef CC_META_TEXTURES
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#define CC_META_TEXTURES 2
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#endif
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