mirror of https://github.com/axmolengine/axmol.git
277 lines
10 KiB
C
277 lines
10 KiB
C
/****************************************************************************
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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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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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/** @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: CCBitmapFontAtlas, 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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#define CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL 0
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/** @def CC_FONT_LABEL_SUPPORT
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If enabled, FontLabel will be used to render .ttf files.
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If the .ttf file is not found, then it will use the standard UIFont class
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If disabled, the standard UIFont class will be used.
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To disable set it to 0. Enabled by default.
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Only valid for cocos2d-ios. Not supported on cocos2d-mac
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*/
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#define CC_FONT_LABEL_SUPPORT 1
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/** @def CC_DIRECTOR_FAST_FPS
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If enabled, then the FPS will be drawn using CCLabelAtlas (fast rendering).
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You will need to add the fps_images.png to your project.
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If disabled, the FPS will be rendered using CCLabel (slow rendering)
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To enable set it to a value different than 0. Enabled by default.
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*/
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#define CC_DIRECTOR_FAST_FPS 1
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/** @def CC_DIRECTOR_FPS_INTERVAL
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Senconds between FPS updates.
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0.5 seconds, means that the FPS number will be updated every 0.5 seconds.
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Having a bigger number means a more reliable FPS
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Default value: 0.1f
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*/
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#define CC_DIRECTOR_FPS_INTERVAL (0.5f)
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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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#define CC_DIRECTOR_DISPATCH_FAST_EVENTS 0
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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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#define CC_DIRECTOR_MAC_USE_DISPLAY_LINK_THREAD 1
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/** @def CC_COCOSNODE_RENDER_SUBPIXEL
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If enabled, the CCNode objects (CCSprite, CCLabel,etc) will be able to render in subpixels.
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If disabled, integer pixels will be used.
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To enable set it to 1. Enabled by default.
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*/
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#define CC_COCOSNODE_RENDER_SUBPIXEL 1
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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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#define CC_SPRITEBATCHNODE_RENDER_SUBPIXEL 1
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/** @def CC_USES_VBO
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If enabled, batch nodes (texture atlas and particle system) will use VBO instead of vertex list (VBO is recommended by Apple)
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To enable set it to 1.
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Enabled by default on iPhone with ARMv7 processors, iPhone Simulator and Mac
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Disabled by default on iPhone with ARMv6 processors.
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@since v0.99.5
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*/
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_AIRPLAY)
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#define CC_USES_VBO 0
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#else
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#define CC_USES_VBO 1
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#endif
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/** @def CC_NODE_TRANSFORM_USING_AFFINE_MATRIX
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If enabled, CCNode will transform the nodes using a cached Affine matrix.
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If disabled, the node will be transformed using glTranslate,glRotate,glScale.
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Using the affine matrix only requires 2 GL calls.
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Using the translate/rotate/scale requires 5 GL calls.
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But computing the Affine matrix is relative expensive.
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But according to performance tests, Affine matrix performs better.
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This parameter doesn't affect SpriteSheet nodes.
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To enable set it to a value different than 0. Enabled by default.
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*/
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#define CC_NODE_TRANSFORM_USING_AFFINE_MATRIX 1
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/** @def CC_OPTIMIZE_BLEND_FUNC_FOR_PREMULTIPLIED_ALPHA
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If most of your imamges have pre-multiplied alpha, set it to 1 (if you are going to use .PNG/.JPG file images).
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Only set to 0 if ALL your images by-pass Apple UIImage loading system (eg: if you use libpng or PVR images)
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To enable set it to a value different than 0. Enabled by default.
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@since v0.99.5
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*/
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#define CC_OPTIMIZE_BLEND_FUNC_FOR_PREMULTIPLIED_ALPHA 1
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/** @def CC_TEXTURE_ATLAS_USE_TRIANGLE_STRIP
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Use GL_TRIANGLE_STRIP instead of GL_TRIANGLES when rendering the texture atlas.
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It seems it is the recommend way, but it is much slower, so, enable it at your own risk
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To enable set it to a value different than 0. Disabled by default.
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*/
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#define CC_TEXTURE_ATLAS_USE_TRIANGLE_STRIP 0
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/** @def CC_TEXTURE_NPOT_SUPPORT
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If enabled, NPOT textures will be used where available. Only 3rd gen (and newer) devices support NPOT textures.
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NPOT textures have the following limitations:
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- They can't have mipmaps
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- They only accept GL_CLAMP_TO_EDGE in GL_TEXTURE_WRAP_{S,T}
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To enable set it to a value different than 0. Disabled by default.
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@since v0.99.2
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*/
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#define CC_TEXTURE_NPOT_SUPPORT 0
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/** @def CC_RETINA_DISPLAY_SUPPORT
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If enabled, cocos2d supports retina display.
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For performance reasons, it's recommended disable it in games without retina display support, like iPad only games.
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To enable set it to 1. Use 0 to disable it. Enabled by default.
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@since v0.99.5
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*/
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#define CC_RETINA_DISPLAY_SUPPORT 1
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/** @def CC_RETINA_DISPLAY_FILENAME_SUFFIX
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It's the suffix that will be appended to the files in order to load "retina display" images.
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On an iPhone4 with Retina Display support enabled, the file @"sprite-hd.png" will be loaded instead of @"sprite.png".
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If the file doesn't exist it will use the non-retina display image.
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Platforms: Only used on Retina Display devices like iPhone 4.
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@since v0.99.5
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*/
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#define CC_RETINA_DISPLAY_FILENAME_SUFFIX "-hd"
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/** @def CC_USE_RGBA32_LABELS_ON_NEON_ARCH
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If enabled, it will use RGBA8888 (32-bit textures) on Neon devices for CCLabelTTF objects.
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If it is disabled, or if it is used on another architecture it will use A8 (8-bit textures).
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On Neon devices, RGBA8888 textures are 6% faster than A8 textures, but then will consule 4x memory.
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This feature is disabled by default.
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Platforms: Only used on ARM Neon architectures like iPhone 3GS or newer and iPad.
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@since v0.99.5
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*/
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#define CC_USE_RGBA32_LABELS_ON_NEON_ARCH 0
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/** @def CC_SPRITE_DEBUG_DRAW
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If enabled, all subclasses of CCSprite will draw a bounding box
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Useful for debugging purposes only. It is recommened to leave it disabled.
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To enable set it to a value different than 0. Disabled by default.
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*/
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#define CC_SPRITE_DEBUG_DRAW 0
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/** @def CC_SPRITEBATCHNODE_DEBUG_DRAW
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If enabled, all subclasses of CCSprite that are rendered using an CCSpriteSheet draw a bounding box.
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Useful for debugging purposes only. It is recommened to leave it disabled.
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To enable set it to a value different than 0. Disabled by default.
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*/
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#define CC_SPRITEBATCHNODE_DEBUG_DRAW 0
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/** @def CC_BITMAPFONTATLAS_DEBUG_DRAW
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If enabled, all subclasses of BitmapFontAtlas will draw a bounding box
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Useful for debugging purposes only. It is recommened to leave it disabled.
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To enable set it to a value different than 0. Disabled by default.
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*/
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#define CC_BITMAPFONTATLAS_DEBUG_DRAW 0
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/** @def CC_LABELATLAS_DEBUG_DRAW
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If enabled, all subclasses of LabeltAtlas will draw a bounding box
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Useful for debugging purposes only. It is recommened to leave it disabled.
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To enable set it to a value different than 0. Disabled by default.
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*/
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#define CC_LABELATLAS_DEBUG_DRAW 0
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/** @def CC_ENABLE_PROFILERS
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If enabled, will activate various profilers withing cocos2d. This statistical data will be output to the console
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once per second showing average time (in milliseconds) required to execute the specific routine(s).
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Useful for debugging purposes only. It is recommened to leave it disabled.
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To enable set it to a value different than 0. Disabled by default.
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*/
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#define CC_ENABLE_PROFILERS 0
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/** @def CC_COMPATIBILITY_WITH_0_8
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Enable it if you want to support v0.8 compatbility.
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Basically, classes without namespaces will work.
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It is recommended to disable compatibility once you have migrated your game to v0.9 to avoid class name polution
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To enable set it to a value different than 0. Disabled by default.
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*/
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#define CC_COMPATIBILITY_WITH_0_8 0
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#if CC_RETINA_DISPLAY_SUPPORT
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#define CC_IS_RETINA_DISPLAY_SUPPORTED 1
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#else
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#define CC_IS_RETINA_DISPLAY_SUPPORTED 0
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#endif
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#define CC_ENABLE_LUA 1
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#endif // __CCCONFIG_H__
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