mirror of https://github.com/axmolengine/axmol.git
129 lines
3.2 KiB
C
129 lines
3.2 KiB
C
// MIT License
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// Copyright (c) 2019 Erin Catto
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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 all
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// 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 THE
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// SOFTWARE.
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#ifndef B2_SETTINGS_H
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#define B2_SETTINGS_H
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#include "b2_types.h"
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#include "b2_api.h"
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/// @file
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/// Settings that can be overriden for your application
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///
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/// Define this macro in your build if you want to override settings
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#ifdef B2_USER_SETTINGS
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/// This is a user file that includes custom definitions of the macros, structs, and functions
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/// defined below.
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#include "b2_user_settings.h"
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#else
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#include <stdarg.h>
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#include <stdint.h>
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// Tunable Constants
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/// You can use this to change the length scale used by your game.
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/// For example for inches you could use 39.4.
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#define b2_lengthUnitsPerMeter 1.0f
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/// The maximum number of vertices on a convex polygon. You cannot increase
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/// this too much because b2BlockAllocator has a maximum object size.
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#define b2_maxPolygonVertices 8
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// User data
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/// You can define this to inject whatever data you want in b2Body
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struct B2_API b2BodyUserData
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{
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b2BodyUserData()
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{
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pointer = 0;
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}
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/// For legacy compatibility
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uintptr_t pointer;
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};
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/// You can define this to inject whatever data you want in b2Fixture
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struct B2_API b2FixtureUserData
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{
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b2FixtureUserData()
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{
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pointer = 0;
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}
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/// For legacy compatibility
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uintptr_t pointer;
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};
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/// You can define this to inject whatever data you want in b2Joint
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struct B2_API b2JointUserData
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{
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b2JointUserData()
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{
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pointer = 0;
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}
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/// For legacy compatibility
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uintptr_t pointer;
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};
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// Memory Allocation
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/// Default allocation functions
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B2_API void* b2Alloc_Default(int32 size);
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B2_API void b2Free_Default(void* mem);
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/// Implement this function to use your own memory allocator.
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inline void* b2Alloc(int32 size)
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{
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return b2Alloc_Default(size);
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}
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/// If you implement b2Alloc, you should also implement this function.
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inline void b2Free(void* mem)
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{
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b2Free_Default(mem);
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}
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/// Default logging function
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B2_API void b2Log_Default(const char* string, va_list args);
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/// Implement this to use your own logging.
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inline void b2Log(const char* string, ...)
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{
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va_list args;
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va_start(args, string);
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b2Log_Default(string, args);
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va_end(args);
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}
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#endif // B2_USER_SETTINGS
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#include "b2_common.h"
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#endif
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