mirror of https://github.com/axmolengine/axmol.git
287 lines
7.8 KiB
C
287 lines
7.8 KiB
C
/****************************************************************************
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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) 2013-2014 Chukong Technologies 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 __COCOS2D_H__
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#define __COCOS2D_H__
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// 0x00 HI ME LO
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// 00 03 00 00
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#define COCOS2D_VERSION 0x00030000
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//
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// all cocos2d include files
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//
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#include "ccConfig.h"
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// actions
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#include "CCAction.h"
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#include "CCActionInterval.h"
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#include "CCActionCamera.h"
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#include "CCActionManager.h"
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#include "CCActionEase.h"
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#include "CCActionPageTurn3D.h"
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#include "CCActionGrid.h"
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#include "CCActionProgressTimer.h"
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#include "CCActionGrid3D.h"
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#include "CCActionTiledGrid.h"
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#include "CCActionInstant.h"
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#include "CCActionTween.h"
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#include "CCActionCatmullRom.h"
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#include "CCTweenFunction.h"
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// base_nodes
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#include "CCNode.h"
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#include "CCAtlasNode.h"
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// cocoa
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#include "CCAffineTransform.h"
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#include "CCRef.h"
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#include "CCVector.h"
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#include "CCMap.h"
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#include "CCGeometry.h"
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#include "CCAutoreleasePool.h"
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#include "CCNS.h"
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#include "CCData.h"
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#include "CCValue.h"
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// draw nodes
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#include "CCDrawingPrimitives.h"
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#include "CCDrawNode.h"
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// effects
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#include "CCGrabber.h"
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#include "CCGrid.h"
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// include
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#include "CCEventType.h"
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#include "CCProtocols.h"
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#include "ccConfig.h"
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#include "ccMacros.h"
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#include "ccTypes.h"
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// label_nodes
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#include "CCLabelAtlas.h"
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#include "CCLabelTTF.h"
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#include "CCLabelBMFont.h"
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#include "CCLabel.h"
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#include "CCFontFNT.h"
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// layers_scenes_transitions_nodes
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#include "CCLayer.h"
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#include "CCScene.h"
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#include "CCTransition.h"
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#include "CCTransitionPageTurn.h"
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#include "CCTransitionProgress.h"
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// menu_nodes
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#include "CCMenu.h"
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#include "CCMenuItem.h"
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// misc_nodes
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#include "CCClippingNode.h"
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#include "CCMotionStreak.h"
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#include "CCProgressTimer.h"
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#include "CCRenderTexture.h"
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#include "CCNodeGrid.h"
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// particle_nodes
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#include "CCParticleBatchNode.h"
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#include "CCParticleSystem.h"
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#include "CCParticleExamples.h"
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#include "CCParticleSystemQuad.h"
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// new renderer
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#include "renderer/CCCustomCommand.h"
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#include "renderer/CCGroupCommand.h"
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#include "renderer/CCMaterialManager.h"
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#include "renderer/CCQuadCommand.h"
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#include "renderer/CCRenderCommand.h"
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#include "renderer/CCRenderCommandPool.h"
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#include "renderer/CCRenderMaterial.h"
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#include "renderer/CCRenderer.h"
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// physics
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#include "CCPhysicsBody.h"
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#include "CCPhysicsContact.h"
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#include "CCPhysicsShape.h"
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#include "CCPhysicsJoint.h"
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#include "CCPhysicsWorld.h"
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// platform
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#include "platform/CCDevice.h"
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#include "platform/CCCommon.h"
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#include "platform/CCFileUtils.h"
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#include "platform/CCImage.h"
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#include "platform/CCSAXParser.h"
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#include "platform/CCThread.h"
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#include "CCPlatformConfig.h"
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#include "CCPlatformMacros.h"
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
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#include "platform/ios/CCApplication.h"
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#include "platform/ios/CCGLView.h"
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#include "platform/ios/CCGL.h"
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#include "platform/ios/CCStdC.h"
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#endif // CC_TARGET_PLATFORM == CC_PLATFORM_IOS
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
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#include "platform/android/CCApplication.h"
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#include "platform/android/CCGLView.h"
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#include "platform/android/CCGL.h"
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#include "platform/android/CCStdC.h"
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#endif // CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_BLACKBERRY)
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#include "platform/blackberry/CCApplication.h"
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#include "platform/blackberry/CCGLView.h"
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#include "platform/blackberry/CCGL.h"
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#include "platform/blackberry/CCStdC.h"
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#endif // CC_TARGET_PLATFORM == CC_PLATFORM_BLACKBERRY
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
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#include "platform/win32/CCApplication.h"
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#include "platform/desktop/CCGLView.h"
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#include "platform/win32/CCGL.h"
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#include "platform/win32/CCStdC.h"
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#endif // CC_TARGET_PLATFORM == CC_PLATFORM_WIN32
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
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#include "platform/mac/CCApplication.h"
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#include "platform/desktop/CCGLView.h"
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#include "platform/mac/CCGL.h"
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#include "platform/mac/CCStdC.h"
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#endif // CC_TARGET_PLATFORM == CC_PLATFORM_MAC
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
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#include "platform/linux/CCApplication.h"
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#include "platform/desktop/CCGLView.h"
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#include "platform/linux/CCGL.h"
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#include "platform/linux/CCStdC.h"
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#endif // CC_TARGET_PLATFORM == CC_PLATFORM_LINUX
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
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#include "platform/winrt/CCApplication.h"
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#include "platform/winrt/CCGLView.h"
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#include "platform/winrt/CCGL.h"
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#include "platform/winrt/CCStdC.h"
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#include "platform/winrt/CCPrecompiledShaders.h"
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#endif // CC_TARGET_PLATFORM == CC_PLATFORM_WINRT
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
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#include "platform/winrt/CCApplication.h"
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#include "platform/wp8/CCGLView.h"
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#include "platform/winrt/CCGL.h"
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#include "platform/winrt/CCStdC.h"
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#include "platform/winrt/CCPrecompiledShaders.h"
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#endif // CC_TARGET_PLATFORM == CC_PLATFORM_WP8
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// script_support
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#include "CCScriptSupport.h"
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// shaders
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#include "CCGLProgram.h"
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#include "ccGLStateCache.h"
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#include "CCShaderCache.h"
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#include "ccShaders.h"
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// sprite_nodes
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#include "CCAnimation.h"
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#include "CCAnimationCache.h"
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#include "CCSprite.h"
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#include "CCSpriteBatchNode.h"
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#include "CCSpriteFrame.h"
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#include "CCSpriteFrameCache.h"
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// support
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#include "ccUTF8.h"
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#include "CCProfiling.h"
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#include "CCConsole.h"
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#include "CCUserDefault.h"
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#include "CCVertex.h"
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// text_input_node
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#include "CCIMEDelegate.h"
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#include "CCIMEDispatcher.h"
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#include "CCTextFieldTTF.h"
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// textures
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#include "CCTexture2D.h"
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#include "CCTextureAtlas.h"
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#include "CCTextureCache.h"
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// tilemap_parallax_nodes
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#include "CCParallaxNode.h"
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#include "CCTMXLayer.h"
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#include "CCTMXObjectGroup.h"
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#include "CCTMXTiledMap.h"
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#include "CCTMXXMLParser.h"
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#include "CCTileMapAtlas.h"
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// EventDispatcher
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#include "CCEventDispatcher.h"
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#include "CCEventListenerTouch.h"
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#include "CCEventTouch.h"
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#include "CCEventListenerKeyboard.h"
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#include "CCEventKeyboard.h"
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#include "CCEventListenerMouse.h"
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#include "CCEventMouse.h"
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#include "CCEventAcceleration.h"
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#include "CCEventListenerAcceleration.h"
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#include "CCEventCustom.h"
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#include "CCEventListenerCustom.h"
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// root
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#include "CCConfiguration.h"
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#include "CCDirector.h"
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#include "CCScheduler.h"
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// component
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#include "CCComponent.h"
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#include "CCComponentContainer.h"
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// Deprecated include
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#include "deprecated/CCDictionary.h"
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#include "deprecated/CCArray.h"
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#include "deprecated/CCSet.h"
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#include "deprecated/CCInteger.h"
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#include "deprecated/CCFloat.h"
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#include "deprecated/CCDouble.h"
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#include "deprecated/CCBool.h"
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#include "deprecated/CCString.h"
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#include "deprecated/CCNotificationCenter.h"
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// CCDeprecated.h must be included at the end
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#include "deprecated/CCDeprecated.h"
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NS_CC_BEGIN
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CC_DLL const char* cocos2dVersion();
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NS_CC_END
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#endif // __COCOS2D_H__
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