2012-02-02 10:37:21 +08:00
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/****************************************************************************
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Copyright (c) 2010-2011 cocos2d-x.org
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Copyright (c) 2008-2010 Ricardo Quesada
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Copyright (c) 2011 Zynga Inc.
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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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#ifndef __CCCONFIG_H__
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#define __CCCONFIG_H__
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#include "CCPlatformConfig.h"
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2012-03-12 15:22:03 +08:00
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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_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, insead of the the GL ones:
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2012-04-19 14:35:52 +08:00
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- ccGLUseProgram() instead of glUseProgram()
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- ccGLDeleteProgram() instead of glDeleteProgram()
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- ccGLBlendFunc() instead of glBlendFunc()
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2012-03-12 15:22:03 +08:00
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If this functionality is disabled, then ccGLUseProgram(), ccGLDeleteProgram(), ccGLBlendFunc() will call the GL ones, without using the cache.
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It is recommened 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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@since v2.0.0
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*/
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#ifndef CC_ENABLE_GL_STATE_CACHE
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2012-03-28 17:51:26 +08:00
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#define CC_ENABLE_GL_STATE_CACHE 1
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2012-03-12 15:22:03 +08:00
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#endif
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2012-02-02 10:37:21 +08:00
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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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- CCSprite / CCSpriteBatchNode and subclasses: CCLabelBMFont, CCTMXTiledMap
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- CCLabelAtlas
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- CCQuadParticleSystem
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- CCTileMap
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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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2012-04-13 11:22:17 +08:00
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/** @def CC_DIRECTOR_STATS_POSITION
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Position of the FPS
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2012-02-02 10:37:21 +08:00
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2012-04-13 11:22:17 +08:00
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Default: 0,0 (bottom-left corner)
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2012-02-02 10:37:21 +08:00
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*/
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2012-04-13 11:22:17 +08:00
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#ifndef CC_DIRECTOR_STATS_POSITION
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#define CC_DIRECTOR_STATS_POSITION ccp(0,0)
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2012-02-02 10:37:21 +08:00
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#endif
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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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2012-04-13 11:22:17 +08:00
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#ifndef CC_DIRECTOR_STATS_INTERVAL
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2012-04-13 14:11:35 +08:00
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#define CC_DIRECTOR_STATS_INTERVAL (0.1f)
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2012-02-02 10:37:21 +08:00
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#endif
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2012-03-12 15:22:03 +08:00
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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 ccp(0,0)
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#endif
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2012-02-02 10:37:21 +08:00
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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 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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2012-03-26 18:44:28 +08:00
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/** @def CC_NODE_RENDER_SUBPIXEL
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2012-02-02 10:37:21 +08:00
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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 1. Enabled by default.
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*/
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2012-03-26 18:44:28 +08:00
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#ifndef CC_NODE_RENDER_SUBPIXEL
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#define CC_NODE_RENDER_SUBPIXEL 1
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2012-02-02 10:37:21 +08:00
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#endif
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/** @def CC_SPRITEBATCHNODE_RENDER_SUBPIXEL
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If enabled, the CCSprite objects rendered with CCSpriteBatchNode 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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2012-04-19 14:35:52 +08:00
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#define CC_SPRITEBATCHNODE_RENDER_SUBPIXEL 1
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2012-02-02 10:37:21 +08:00
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#endif
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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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#ifndef CC_TEXTURE_ATLAS_USE_TRIANGLE_STRIP
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#define CC_TEXTURE_ATLAS_USE_TRIANGLE_STRIP 0
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#endif
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2012-04-13 11:22:17 +08:00
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/** @def CC_TEXTURE_ATLAS_USE_VAO
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By default, CCTextureAtlas (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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*/
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#ifndef CC_TEXTURE_ATLAS_USE_VAO
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2012-04-13 18:18:47 +08:00
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) || (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
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#define CC_TEXTURE_ATLAS_USE_VAO 1
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#else
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/* Some android devices cannot support VAO very well, so we disable it by default for android platform. */
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#define CC_TEXTURE_ATLAS_USE_VAO 0
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#endif
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2012-03-16 13:42:53 +08:00
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#endif
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2012-02-02 10:37:21 +08:00
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2012-03-16 13:42:53 +08:00
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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 CCLabelTTF 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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2012-02-02 10:37:21 +08:00
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2012-03-16 13:42:53 +08:00
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This feature is enabled by default.
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2012-02-02 10:37:21 +08:00
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2012-03-16 13:42:53 +08:00
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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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2012-02-02 10:37:21 +08:00
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#endif
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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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0 -- disabled
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1 -- draw bounding box
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2 -- draw texture box
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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_SPRITEBATCHNODE_DEBUG_DRAW
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If enabled, all subclasses of CCSprite that are rendered using an CCSpriteBatchNode 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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#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 CCLabelBMFont 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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#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 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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#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_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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#ifndef CC_ENABLE_PROFILERS
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#define CC_ENABLE_PROFILERS 0
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#endif
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2012-02-09 14:07:11 +08:00
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/** Enable Lua engine debug log */
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2012-02-02 10:37:21 +08:00
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#ifndef CC_LUA_ENGINE_DEBUG
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2012-04-26 09:34:42 +08:00
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#define CC_LUA_ENGINE_DEBUG 1
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2012-02-02 10:37:21 +08:00
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#endif
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#endif // __CCCONFIG_H__
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