axmol/cocos/base/ccConfig.h

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/****************************************************************************
Copyright (c) 2008-2010 Ricardo Quesada
Copyright (c) 2010-2012 cocos2d-x.org
Copyright (c) 2011 Zynga Inc.
Copyright (c) 2013-2016 Chukong Technologies Inc.
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#pragma once
#include "platform/CCPlatformConfig.h"
/**
* @file
* cocos2d (cc) configuration file.
*/
/** @def CC_ENABLE_STACKABLE_ACTIONS
* If enabled, actions that alter the position property (eg: MoveBy, JumpBy, BezierBy, etc..) will be stacked.
* 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.
* If disabled, only the last run action will take effect.
* Enabled by default. Disable to be compatible with v2.0 and older versions.
* @since v2.1
*/
#ifndef CC_ENABLE_STACKABLE_ACTIONS
#define CC_ENABLE_STACKABLE_ACTIONS 1
#endif
/** @def CC_ENABLE_GL_STATE_CACHE
* If enabled, cocos2d will maintain an OpenGL state cache internally to avoid unnecessary switches.
* In order to use them, you have to use the following functions, instead of the GL ones:
* - ccGLUseProgram() instead of glUseProgram().
* - GL::deleteProgram() instead of glDeleteProgram().
* - GL::blendFunc() instead of glBlendFunc().
* If this functionality is disabled, then ccGLUseProgram(), GL::deleteProgram(), GL::blendFunc() will call the GL ones, without using the cache.
* It is recommended to enable whenever possible to improve speed.
* 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.
* Enabled by default.
* @since v2.0.0
*/
#ifndef CC_ENABLE_GL_STATE_CACHE
#define CC_ENABLE_GL_STATE_CACHE 1
#endif
/** @def CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL
* If enabled, the texture coordinates will be calculated by using this formula:
* - texCoord.left = (rect.origin.x*2+1) / (texture.wide*2);
* - texCoord.right = texCoord.left + (rect.size.width*2-2)/(texture.wide*2);
* The same for bottom and top.
* This formula prevents artifacts by using 99% of the texture.
* The "correct" way to prevent artifacts is by using the spritesheet-artifact-fixer.py or a similar tool.
* Affected nodes:
* - Sprite / SpriteBatchNode and subclasses: LabelBMFont, TMXTiledMap.
* - LabelAtlas.
* - QuadParticleSystem.
* - TileMap.
* To enabled set it to 1. Disabled by default.
* @since v0.99.5
*/
#ifndef CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL
#define CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL 0
#endif
/** @def CC_DIRECTOR_STATS_INTERVAL
* Seconds between FPS updates.
* 0.5 seconds, means that the FPS number will be updated every 0.5 seconds.
* Having a bigger number means a more reliable FPS.
* Default value: 0.5f
*/
#ifndef CC_DIRECTOR_STATS_INTERVAL
#define CC_DIRECTOR_STATS_INTERVAL (0.5f)
#endif
/** @def CC_DIRECTOR_FPS_POSITION
* Position of the FPS.
* Default: 0,0 (bottom-left corner).
*/
#ifndef CC_DIRECTOR_FPS_POSITION
#define CC_DIRECTOR_FPS_POSITION Vec2(0,0)
#endif
/** @def CC_DIRECTOR_DISPATCH_FAST_EVENTS
* If enabled, and only when it is used with FastDirector, the main loop will wait 0.04 seconds to
* dispatch all the events, even if there are not events to dispatch.
* If your game uses lot's of events (eg: touches) it might be a good idea to enable this feature.
* Otherwise, it is safe to leave it disabled.
* To enable set it to 1. Disabled by default.
* @warning This feature is experimental.
*/
#ifndef CC_DIRECTOR_DISPATCH_FAST_EVENTS
#define CC_DIRECTOR_DISPATCH_FAST_EVENTS 0
#endif
/** @def CC_DIRECTOR_MAC_USE_DISPLAY_LINK_THREAD
* If enabled, cocos2d-mac will run on the Display Link thread. If disabled cocos2d-mac will run in its own thread.
* If enabled, the images will be drawn at the "correct" time, but the events might not be very responsive.
* If disabled, some frames might be skipped, but the events will be dispatched as they arrived.
* To enable set it to a 1, to disable it set to 0. Enabled by default.
* Only valid for cocos2d-mac. Not supported on cocos2d-ios.
*/
#ifndef CC_DIRECTOR_MAC_USE_DISPLAY_LINK_THREAD
#define CC_DIRECTOR_MAC_USE_DISPLAY_LINK_THREAD 1
#endif
/** @def CC_NODE_RENDER_SUBPIXEL
* If enabled, the Node objects (Sprite, Label,etc) will be able to render in subpixels.
* If disabled, integer pixels will be used.
* To enable set it to 1. Enabled by default.
*/
#ifndef CC_NODE_RENDER_SUBPIXEL
#define CC_NODE_RENDER_SUBPIXEL 1
#endif
/** @def CC_SPRITEBATCHNODE_RENDER_SUBPIXEL
* If enabled, the Sprite objects rendered with SpriteBatchNode will be able to render in subpixels.
* If disabled, integer pixels will be used.
* To enable set it to 1. Enabled by default.
*/
#ifndef CC_SPRITEBATCHNODE_RENDER_SUBPIXEL
#define CC_SPRITEBATCHNODE_RENDER_SUBPIXEL 1
#endif
/** @def CC_TEXTURE_ATLAS_USE_VAO
* By default, TextureAtlas (used by many cocos2d classes) will use VAO (Vertex Array Objects).
* Apple recommends its usage but they might consume a lot of memory, specially if you use many of them.
* So for certain cases, where you might need hundreds of VAO objects, it might be a good idea to disable it.
* To disable it set it to 0. Enabled by default.
* If a device doesn't support VAO though it claims to support should add exceptions list here.
*/
#ifndef CC_TEXTURE_ATLAS_USE_VAO
#define CC_TEXTURE_ATLAS_USE_VAO 1
#endif
/** @def CC_USE_LA88_LABELS
* If enabled, it will use LA88 (Luminance Alpha 16-bit textures) for LabelTTF objects.
* If it is disabled, it will use A8 (Alpha 8-bit textures).
* LA88 textures are 6% faster than A8 textures, but they will consume 2x memory.
* This feature is enabled by default.
* @since v0.99.5
*/
#ifndef CC_USE_LA88_LABELS
#define CC_USE_LA88_LABELS 1
#endif
/** @def CC_SPRITE_DEBUG_DRAW
* If enabled, all subclasses of Sprite will draw a bounding box.
* Useful for debugging purposes only. It is recommended to leave it disabled.
* To enable set it to a value different than 0. Disabled by default:
* 0 -- disabled
* 1 -- draw bounding box
* 2 -- draw texture box
*/
#ifndef CC_SPRITE_DEBUG_DRAW
#define CC_SPRITE_DEBUG_DRAW 0
#endif
/** @def CC_LABEL_DEBUG_DRAW
* If enabled, all subclasses of Label will draw a bounding box.
* Useful for debugging purposes only. It is recommended to leave it disabled.
* To enable set it to a value different than 0. Disabled by default:
* 0 -- disabled
* 1 -- draw bounding box
*/
#ifndef CC_LABEL_DEBUG_DRAW
#define CC_LABEL_DEBUG_DRAW 0
#endif
/** @def CC_SPRITEBATCHNODE_DEBUG_DRAW
* If enabled, all subclasses of Sprite that are rendered using an SpriteBatchNode draw a bounding box.
* Useful for debugging purposes only. It is recommended to leave it disabled.
* To enable set it to a value different than 0. Disabled by default.
*/
#ifndef CC_SPRITEBATCHNODE_DEBUG_DRAW
#define CC_SPRITEBATCHNODE_DEBUG_DRAW 0
#endif
/** @def CC_LABELBMFONT_DEBUG_DRAW
* If enabled, all subclasses of LabelBMFont will draw a bounding box.
* Useful for debugging purposes only. It is recommended to leave it disabled.
* To enable set it to a value different than 0. Disabled by default.
*/
#ifndef CC_LABELBMFONT_DEBUG_DRAW
#define CC_LABELBMFONT_DEBUG_DRAW 0
#endif
/** @def CC_LABELATLAS_DEBUG_DRAW
* If enabled, all subclasses of LabeltAtlas will draw a bounding box
* Useful for debugging purposes only. It is recommended to leave it disabled.
* To enable set it to a value different than 0. Disabled by default.
*/
#ifndef CC_LABELATLAS_DEBUG_DRAW
#define CC_LABELATLAS_DEBUG_DRAW 0
#endif
/** @def CC_NODE_DEBUG_VERIFY_EVENT_LISTENERS
* If enabled (in conjunction with assertion macros) will verify on Node destruction that the node being destroyed has no event
* listeners still associated with it in the event dispatcher. This can be used to track down problems where the event dispatch
* system has dangling pointers to destroyed nodes.
* Note: event listener verification will always be disabled in builds where assertions are disabled regardless of this setting.
*/
#ifndef CC_NODE_DEBUG_VERIFY_EVENT_LISTENERS
#define CC_NODE_DEBUG_VERIFY_EVENT_LISTENERS 0
#endif
/** @def CC_ENABLE_PROFILERS
* If enabled, will activate various profilers within cocos2d. This statistical data will be output to the console
* once per second showing average time (in milliseconds) required to execute the specific routine(s).
* Useful for debugging purposes only. It is recommended to leave it disabled.
* To enable set it to a value different than 0. Disabled by default.
*/
#ifndef CC_ENABLE_PROFILERS
#define CC_ENABLE_PROFILERS 0
#endif
/** Enable Lua engine debug log. */
#ifndef CC_LUA_ENGINE_DEBUG
#define CC_LUA_ENGINE_DEBUG 0
#endif
/** Use physics integration API. */
// It works with:
// Chipmunk2D or Box2D
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#ifndef CC_USE_PHYSICS
#define CC_USE_PHYSICS 1
#endif
#if (CC_USE_PHYSICS)
/** Use Chipmunk2D physics 2d engine on physics integration API. */
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#ifndef CC_ENABLE_CHIPMUNK_INTEGRATION
#define CC_ENABLE_CHIPMUNK_INTEGRATION 0
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#endif
/** or use Box2D physics 2d engine on physics integration API. */
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#ifndef CC_ENABLE_BOX2D_INTEGRATION
#define CC_ENABLE_BOX2D_INTEGRATION 1
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#endif
#endif // CC_USE_PHYSICS
/** Use 3d physics integration API. */
#ifndef CC_USE_3D_PHYSICS
#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)
#define CC_USE_3D_PHYSICS 1
#endif
#endif
#if (CC_USE_3D_PHYSICS)
/** Use bullet physics engine. */
#ifndef CC_ENABLE_BULLET_INTEGRATION
#define CC_ENABLE_BULLET_INTEGRATION 1
#endif
#endif
/** Use 3D navigation API */
#ifndef CC_USE_NAVMESH
#define CC_USE_NAVMESH 1
#endif
/** Use culling or not. */
#ifndef CC_USE_CULLING
#define CC_USE_CULLING 1
#endif
/** Support PNG or not. If your application don't use png format picture, you can undefine this macro to save package size.
*/
#ifndef CC_USE_PNG
#define CC_USE_PNG 1
#endif // CC_USE_PNG
/** Support JPEG or not. If your application don't use jpeg format picture, you can undefine this macro to save package size.
*/
#ifndef CC_USE_JPEG
#define CC_USE_JPEG 1
#endif // CC_USE_JPEG
/** Support webp or not. If your application don't use webp format picture, you can undefine this macro to save package size.
*/
#ifndef CC_USE_WEBP
#define CC_USE_WEBP 1
#endif // CC_USE_WEBP
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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
/** When CC_ENABLE_SCRIPT_BINDING and CC_ENABLE_GC_FOR_NATIVE_OBJECTS are both 1
* then the Garbage collector will release the native objects, only when the JS/Lua objects
* are collected.
* The benefit is that users don't need to retain/release the JS/Lua objects manually.
* Disabled by default.
*/
#ifdef CC_ENABLE_SCRIPT_BINDING
#ifndef CC_ENABLE_GC_FOR_NATIVE_OBJECTS
#define CC_ENABLE_GC_FOR_NATIVE_OBJECTS 0
#endif
#endif
/** @def CC_CONSTRUCTOR_ACCESS
* Indicate the init functions access modifier. If value equals to protected, then these functions are protected.
* If value equals to public, these functions are public,
* protected by default.
*/
#ifndef CC_CONSTRUCTOR_ACCESS
#ifdef CC_ENABLE_SCRIPT_BINDING
#define CC_CONSTRUCTOR_ACCESS public
#else
#define CC_CONSTRUCTOR_ACCESS protected
#endif
#endif
#ifndef CC_FILEUTILS_APPLE_ENABLE_OBJC
#define CC_FILEUTILS_APPLE_ENABLE_OBJC 1
#endif
/** @def CC_ENABLE_PREMULTIPLIED_ALPHA
* If enabled, all textures will be preprocessed to multiply its rgb components
* by its alpha component.
*/
#ifndef CC_ENABLE_PREMULTIPLIED_ALPHA
# define CC_ENABLE_PREMULTIPLIED_ALPHA 1
#endif
/** @def CC_STRIP_FPS
* Whether to strip FPS related data and functions, such as cc_fps_images_png
*/
#ifndef CC_STRIP_FPS
#define CC_STRIP_FPS 0
#endif
#ifndef CC_REDUCE_PAUSED_CPU_USAGE
#define CC_REDUCE_PAUSED_CPU_USAGE 0
#endif
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#ifndef CC_META_TEXTURES
#define CC_META_TEXTURES 2
#endif