mirror of https://github.com/axmolengine/axmol.git
- delete unused tolua++ .pkg files
This commit is contained in:
parent
8179d79061
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4b8e39e77b
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#include "platform/CCAccelerometer_platform.h"
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#include "CCCommon.h"
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namespace cocos2d {
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typedef struct
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{
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double x;
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double y;
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double z;
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double timestamp;
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} CCAcceleration;
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class CCAccelerometerDelegate
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{
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void didAccelerate(CCAcceleration* pAccelerationValue);
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};
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} //namespace cocos2d
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#include "platform/CCApplication_platform.h"
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#include "CCObject.h"
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#include "CCMutableArray.h"
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namespace cocos2d {
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class CCAutoreleasePool : public CCObject
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{
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CCAutoreleasePool(void);
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void addObject(CCObject *pObject);
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void removeObject(CCObject *pObject);
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void clear();
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};
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class CCPoolManager
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{
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CCPoolManager();
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void finalize();
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void push();
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void pop();
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void removeObject(CCObject* pObject);
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void addObject(CCObject* pObject);
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static CCPoolManager* getInstance();
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};
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}
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@ -1,13 +0,0 @@
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namespace cocos2d {
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class CCData : public CCObject
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{
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CCData(void);
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~CCData(void);
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void* bytes(void);
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static CCData* dataWithBytes(unsigned char *pBytes, int size);
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static CCData* dataWithContentsOfFile(const std::string &strPath);
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};
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}//namespace cocos2d
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#include "../platform/CCEGLView_platform.h"
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@ -1 +0,0 @@
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#include "platform/CCGL.h"
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typedef struct
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{
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CCRect begin; // the soft keyboard rectangle when animatin begin
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CCRect end; // the soft keyboard rectangle when animatin end
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float duration; // the soft keyboard animation duration
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} CCIMEKeyboardNotificationInfo;
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class CCIMEDelegate
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{
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bool attachWithIME();
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bool detachWithIME();
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};
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class CCIMEDispatcher
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{
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static CCIMEDispatcher* sharedDispatcher();
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void dispatchInsertText(const char * pText, int nLen);
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void dispatchDeleteBackward();
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//////////////////////////////////////////////////////////////////////////
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// dispatch keyboard notification
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//////////////////////////////////////////////////////////////////////////
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void dispatchKeyboardWillShow(CCIMEKeyboardNotificationInfo& info);
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void dispatchKeyboardDidShow(CCIMEKeyboardNotificationInfo& info);
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void dispatchKeyboardWillHide(CCIMEKeyboardNotificationInfo& info);
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void dispatchKeyboardDidHide(CCIMEKeyboardNotificationInfo& info);
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};
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@ -1,29 +0,0 @@
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namespace cocos2d {
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class CCKeypadDelegate
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{
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void KeypadDestroy();
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void KeypadKeep();
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// The back key clicked
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void keyBackClicked();
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// The menu key clicked. only avialble on wophone & android
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void keyMenuClicked();
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};
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class CCKeypadHandler : public CCObject
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{
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CCKeypadDelegate* getDelegate();
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void setDelegate(CCKeypadDelegate *pDelegate);
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bool initWithDelegate(CCKeypadDelegate *pDelegate);
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};
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} //namespace cocos2d
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#include "CCKeypadDelegate.h"
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#include "CCMutableArray.h"
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namespace cocos2d {
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typedef enum {
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// the back key clicked msg
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kTypeBackClicked = 1,
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kTypeMenuClicked,
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} ccKeypadMSGType;
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class CCKeypadDispatcher : public CCObject
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{
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CCKeypadDispatcher();
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static CCKeypadDispatcher* sharedDispatcher();
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static void purgeSharedDispatcher();
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void addDelegate(CCKeypadDelegate* pDelegate);
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void removeDelegate(CCKeypadDelegate* pDelegate);
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void forceAddDelegate(CCKeypadDelegate* pDelegate);
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void forceRemoveDelegate(CCKeypadDelegate* pDelegate);
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bool dispatchKeypadMSG(ccKeypadMSGType nMsgType);
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};
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} // namespace cocos2d
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namespace cocos2d {
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//! @brief CC RGBA protocol
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class CCRGBAProtocol
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{
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public:
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/** sets Color
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@since v0.8
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*/
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void setColor(ccColor3B color);
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/** returns the color
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@since v0.8
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*/
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ccColor3B getColor(void);
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// returns the opacity
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GLubyte getOpacity(void);
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/** sets the opacity.
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@warning If the the texture has premultiplied alpha then, the R, G and B channels will be modifed.
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Values goes from 0 to 255, where 255 means fully opaque.
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*/
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void setOpacity(GLubyte opacity);
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// optional
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/** sets the premultipliedAlphaOpacity property.
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If set to NO then opacity will be applied as: glColor(R,G,B,opacity);
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If set to YES then oapcity will be applied as: glColor(opacity, opacity, opacity, opacity );
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Textures with premultiplied alpha will have this property by default on YES. Otherwise the default value is NO
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@since v0.8
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*/
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void setIsOpacityModifyRGB(bool bValue);
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/** returns whether or not the opacity will be applied using glColor(R,G,B,opacity) or glColor(opacity, opacity, opacity, opacity);
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@since v0.8
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*/
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bool getIsOpacityModifyRGB(void);
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};
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/**
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@brief You can specify the blending fuction.
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@since v0.99.0
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*/
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class CCBlendProtocol
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{
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// set the source blending function for the texture
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void setBlendFunc(ccBlendFunc blendFunc);
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// returns the blending function used for the texture
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ccBlendFunc getBlendFunc(void);
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};
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/** @brief CCNode objects that uses a Texture2D to render the images.
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The texture can have a blending function.
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If the texture has alpha premultiplied the default blending function is:
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src=GL_ONE dst= GL_ONE_MINUS_SRC_ALPHA
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else
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src=GL_SRC_ALPHA dst= GL_ONE_MINUS_SRC_ALPHA
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But you can change the blending funtion at any time.
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@since v0.8.0
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*/
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class CCTextureProtocol : public CCBlendProtocol
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{
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// returns the used texture
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CCTexture2D* getTexture(void);
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// sets a new texture. it will be retained
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void setTexture(CCTexture2D *texture);
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};
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//! @brief Common interface for Labels
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class CCLabelProtocol
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{
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// sets a new label using an string
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void setString(const char *label);
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/** returns the string that is rendered */
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const char* getString(void);
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};
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/** OpenGL projection protocol */
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class CCProjectionProtocol : public CCObject
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{
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/** Called by CCDirector when the porjection is updated, and "custom" projection is used
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@since v0.99.5
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*/
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void updateProjection(void);
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};
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}//namespace cocos2d
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namespace cocos2d {
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typedef std::set<CCObject *>::iterator CCSetIterator;
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class CCSet : public CCObject
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{
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public:
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CCSet(void);
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CCSet(const CCSet &rSetObject);
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~CCSet(void);
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CCSet* copy();
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CCSet* mutableCopy();
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int count();
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void addObject(CCObject *pObject);
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void removeObject(CCObject *pObject);
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bool containsObject(CCObject *pObject);
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CCSetIterator begin();
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CCSetIterator end();
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CCObject* anyObject();
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};
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typedef CCSet NSMutableSet;
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}//namespace cocos2d
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namespace cocos2d {
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typedef enum
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{
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ccTouchDelegateStandardBit = 1 << 0,
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ccTouchDelegateTargetedBit = 1 << 1,
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ccTouchDelegateAllBit = (ccTouchDelegateStandardBit | ccTouchDelegateTargetedBit),
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} ccTouchDelegateFlag;
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class CCTouch;
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class CCEvent;
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class CCSet;
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class CCTouchDispatcher;
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class CCTouchDelegate
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{
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public:
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ccTouchDelegateFlag getTouchDelegateType(void);
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//! call the release() in child(layer or menu)
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virtual void destroy(void);
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//! call the retain() in child (layer or menu)
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virtual void keep(void);
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virtual bool ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent);
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// optional
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virtual void ccTouchMoved(CCTouch *pTouch, CCEvent *pEvent);
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virtual void ccTouchEnded(CCTouch *pTouch, CCEvent *pEvent);
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virtual void ccTouchCancelled(CCTouch *pTouch, CCEvent *pEvent);
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// optional
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virtual void ccTouchesBegan(CCSet *pTouches, CCEvent *pEvent);
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virtual void ccTouchesMoved(CCSet *pTouches, CCEvent *pEvent);
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virtual void ccTouchesEnded(CCSet *pTouches, CCEvent *pEvent);
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virtual void ccTouchesCancelled(CCSet *pTouches, CCEvent *pEvent);
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CCTouchDelegate();
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void registerScriptTouchHandler(int eventType, const char* pszScriptFunctionName);
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bool isScriptHandlerExist(int eventType);
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void excuteScriptTouchHandler(int eventType, CCTouch *pTouch);
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void excuteScriptTouchesHandler(int eventType, CCSet *pTouches);
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};
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/**
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@brief
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Using this type of delegate results in two benefits:
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- 1. You don't need to deal with CCSets, the dispatcher does the job of splitting
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them. You get exactly one UITouch per call.
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- 2. You can *claim* a UITouch by returning YES in ccTouchBegan. Updates of claimed
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touches are sent only to the delegate(s) that claimed them. So if you get a move/
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ended/cancelled update you're sure it's your touch. This frees you from doing a
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lot of checks when doing multi-touch.
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(The name TargetedTouchDelegate relates to updates "targeting" their specific
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handler, without bothering the other handlers.)
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@since v0.8
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*/
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class CCTargetedTouchDelegate : public CCTouchDelegate
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{
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public:
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CCTargetedTouchDelegate();
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/** Return YES to claim the touch.
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@since v0
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*/
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virtual bool ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent);
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// optional
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virtual void ccTouchMoved(CCTouch *pTouch, CCEvent *pEvent);
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virtual void ccTouchEnded(CCTouch *pTouch, CCEvent *pEvent);
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virtual void ccTouchCancelled(CCTouch *pTouch, CCEvent *pEvent);
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};
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/** @brief
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This type of delegate is the same one used by CocoaTouch. You will receive all the events (Began,Moved,Ended,Cancelled).
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@since v0.8
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*/
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class CCStandardTouchDelegate : public CCTouchDelegate
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{
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public:
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CCStandardTouchDelegate();
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// optional
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virtual void ccTouchesBegan(CCSet *pTouches, CCEvent *pEvent);
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virtual void ccTouchesMoved(CCSet *pTouches, CCEvent *pEvent);
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virtual void ccTouchesEnded(CCSet *pTouches, CCEvent *pEvent);
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virtual void ccTouchesCancelled(CCSet *pTouches, CCEvent *pEvent);
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};
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}//namespace cocos2d
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namespace cocos2d {
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typedef enum
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{
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ccTouchSelectorBeganBit = 1 << 0,
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ccTouchSelectorMovedBit = 1 << 1,
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ccTouchSelectorEndedBit = 1 << 2,
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ccTouchSelectorCancelledBit = 1 << 3,
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ccTouchSelectorAllBits = ( ccTouchSelectorBeganBit | ccTouchSelectorMovedBit | ccTouchSelectorEndedBit | ccTouchSelectorCancelledBit),
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} ccTouchSelectorFlag;
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enum {
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CCTOUCHBEGAN,
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CCTOUCHMOVED,
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CCTOUCHENDED,
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CCTOUCHCANCELLED,
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ccTouchMax,
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};
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class CCSet;
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class CCEvent;
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struct ccTouchHandlerHelperData {
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// we only use the type
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// void (StandardTouchDelegate::*touchesSel)(CCSet*, CCEvent*);
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// void (TargetedTouchDelegate::*touchSel)(NSTouch*, CCEvent*);
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int m_type;
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};
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class EGLTouchDelegate
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{
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public:
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void touchesBegan(CCSet* touches, CCEvent* pEvent);
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void touchesMoved(CCSet* touches, CCEvent* pEvent) ;
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void touchesEnded(CCSet* touches, CCEvent* pEvent) ;
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void touchesCancelled(CCSet* touches, CCEvent* pEvent) ;
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~EGLTouchDelegate() {}
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};
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class CCTouchHandler;
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struct _ccCArray;
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/** @brief CCTouchDispatcher.
|
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Singleton that handles all the touch events.
|
||||
The dispatcher dispatches events to the registered TouchHandlers.
|
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There are 2 different type of touch handlers:
|
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- Standard Touch Handlers
|
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- Targeted Touch Handlers
|
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The Standard Touch Handlers work like the CocoaTouch touch handler: a set of touches is passed to the delegate.
|
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On the other hand, the Targeted Touch Handlers only receive 1 touch at the time, and they can "swallow" touches (avoid the propagation of the event).
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Firstly, the dispatcher sends the received touches to the targeted touches.
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These touches can be swallowed by the Targeted Touch Handlers. If there are still remaining touches, then the remaining touches will be sent
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to the Standard Touch Handlers.
|
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|
||||
@since v0.8.0
|
||||
*/
|
||||
class CCTouchDispatcher : public CCObject, public EGLTouchDelegate
|
||||
{
|
||||
|
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~CCTouchDispatcher();
|
||||
bool init(void);
|
||||
CCTouchDispatcher();
|
||||
|
||||
|
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/** Whether or not the events are going to be dispatched. Default: true */
|
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bool isDispatchEvents(void);
|
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void setDispatchEvents(bool bDispatchEvents);
|
||||
|
||||
/** Adds a standard touch delegate to the dispatcher's list.
|
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See StandardTouchDelegate description.
|
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IMPORTANT: The delegate will be retained.
|
||||
*/
|
||||
void addStandardDelegate(CCTouchDelegate *pDelegate, int nPriority);
|
||||
|
||||
/** Adds a targeted touch delegate to the dispatcher's list.
|
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See TargetedTouchDelegate description.
|
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IMPORTANT: The delegate will be retained.
|
||||
*/
|
||||
void addTargetedDelegate(CCTouchDelegate *pDelegate, int nPriority, bool bSwallowsTouches);
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|
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/** Removes a touch delegate.
|
||||
The delegate will be released
|
||||
*/
|
||||
void removeDelegate(CCTouchDelegate *pDelegate);
|
||||
|
||||
/** Removes all touch delegates, releasing all the delegates */
|
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void removeAllDelegates(void);
|
||||
|
||||
/** Changes the priority of a previously added delegate. The lower the number,
|
||||
the higher the priority */
|
||||
void setPriority(int nPriority, CCTouchDelegate *pDelegate);
|
||||
|
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void touches(CCSet *pTouches, CCEvent *pEvent, unsigned int uIndex);
|
||||
|
||||
void touchesBegan(CCSet* touches, CCEvent* pEvent);
|
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void touchesMoved(CCSet* touches, CCEvent* pEvent);
|
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void touchesEnded(CCSet* touches, CCEvent* pEvent);
|
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void touchesCancelled(CCSet* touches, CCEvent* pEvent);
|
||||
|
||||
|
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/** singleton of the CCTouchDispatcher */
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static CCTouchDispatcher* sharedDispatcher();
|
||||
|
||||
};
|
||||
}//namespace cocos2d
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|
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@ -1,73 +0,0 @@
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#include "CCPlatformConfig.h"
|
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#define CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL 0
|
||||
|
||||
|
||||
#define CC_FONT_LABEL_SUPPORT 1
|
||||
|
||||
|
||||
#define CC_DIRECTOR_FAST_FPS 1
|
||||
|
||||
#define CC_DIRECTOR_FPS_INTERVAL (0.5f)
|
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|
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|
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#define CC_DIRECTOR_DISPATCH_FAST_EVENTS 0
|
||||
|
||||
|
||||
#define CC_DIRECTOR_MAC_USE_DISPLAY_LINK_THREAD 1
|
||||
|
||||
#define CC_COCOSNODE_RENDER_SUBPIXEL 1
|
||||
|
||||
|
||||
#define CC_SPRITEBATCHNODE_RENDER_SUBPIXEL 1
|
||||
|
||||
|
||||
#if (CC_TARGET_PLATFORM == CC_PLATFORM_AIRPLAY)
|
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#define CC_USES_VBO 0
|
||||
#else
|
||||
#define CC_USES_VBO 1
|
||||
#endif
|
||||
|
||||
|
||||
#define CC_NODE_TRANSFORM_USING_AFFINE_MATRIX 1
|
||||
|
||||
#define CC_OPTIMIZE_BLEND_FUNC_FOR_PREMULTIPLIED_ALPHA 1
|
||||
|
||||
|
||||
#define CC_TEXTURE_ATLAS_USE_TRIANGLE_STRIP 0
|
||||
|
||||
|
||||
#define CC_TEXTURE_NPOT_SUPPORT 0
|
||||
|
||||
|
||||
#define CC_RETINA_DISPLAY_SUPPORT 1
|
||||
|
||||
|
||||
//#define CC_RETINA_DISPLAY_FILENAME_SUFFIX "-hd"
|
||||
|
||||
|
||||
#define CC_USE_LA88_LABELS_ON_NEON_ARCH 0
|
||||
|
||||
|
||||
#define CC_SPRITE_DEBUG_DRAW 0
|
||||
|
||||
|
||||
#define CC_SPRITEBATCHNODE_DEBUG_DRAW 0
|
||||
|
||||
|
||||
#define CC_LABELBMFONT_DEBUG_DRAW 0
|
||||
|
||||
|
||||
#define CC_LABELATLAS_DEBUG_DRAW 0
|
||||
|
||||
|
||||
#define CC_ENABLE_PROFILERS 0
|
||||
|
||||
#if CC_RETINA_DISPLAY_SUPPORT
|
||||
#define CC_IS_RETINA_DISPLAY_SUPPORTED 1
|
||||
#else
|
||||
#define CC_IS_RETINA_DISPLAY_SUPPORTED 0
|
||||
#endif
|
||||
|
||||
|
Loading…
Reference in New Issue