/libs/cocos2d/ccConfig.h
http://github.com/kstenerud/ObjectAL-for-iPhone · C Header · 195 lines · 21 code · 20 blank · 154 comment · 1 complexity · 7ce733021eca1f3233d547d035bc241d MD5 · raw file
- /*
- * cocos2d for iPhone: http://www.cocos2d-iphone.org
- *
- * Copyright (c) 2008-2010 Ricardo Quesada
- *
- * 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.
- */
- /**
- @file
- cocos2d (cc) configuration file
- */
- /** @def CC_FONT_LABEL_SUPPORT
- If enabled, FontLabel will be used to render .ttf files.
- If the .ttf file is not found, then it will use the standard UIFont class
- If disabled, the standard UIFont class will be used.
-
- To enable set it to a value different than 0. Enabled by default.
- */
- #define CC_FONT_LABEL_SUPPORT 1
- /** @def CC_DIRECTOR_FAST_FPS
- If enabled, then the FPS will be drawn using CCLabelAtlas (fast rendering).
- You will need to add the fps_images.png to your project.
- If disabled, the FPS will be rendered using CCLabel (slow rendering)
-
- To enable set it to a value different than 0. Enabled by default.
- */
- #define CC_DIRECTOR_FAST_FPS 1
- /** @def CC_DIRECTOR_FPS_INTERVAL
- Senconds 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: 0.1f
- */
- #define CC_DIRECTOR_FPS_INTERVAL (0.1f)
- /** @def CC_DIRECTOR_DISPATCH_FAST_EVENTS
- If enabled, and only when it is used with CCFastDirector, 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 a value different than 0. Disabled by default.
-
- @warning This feature is experimental
- */
- #define CC_DIRECTOR_DISPATCH_FAST_EVENTS 0
- /** @def CC_COCOSNODE_RENDER_SUBPIXEL
- If enabled, the CCNode objects (CCSprite, CCLabel,etc) will be able to render in subpixels.
- If disabled, integer pixels will be used.
-
- To enable set it to a value different than 0. Enabled by default.
- */
- #define CC_COCOSNODE_RENDER_SUBPIXEL 1
- /** @def CC_SPRITEBATCHNODE_RENDER_SUBPIXEL
- If enabled, the CCSprite objects rendered with CCSpriteBatchNode will be able to render in subpixels.
- If disabled, integer pixels will be used.
-
- To enable set it to a value different than 0. Enabled by default.
- */
- #define CC_SPRITEBATCHNODE_RENDER_SUBPIXEL 1
- /** @def CC_USES_VBO
- If enabled, batch nodes (texture atlas and particle system) will use VBO instead of vertex list (VBO is recommended by Apple)
-
- To enable set it to a value different than 0.
- Enabled by default on ARMv7 processors and iPhone Simulator.
- Disabled by default on ARMv6 processors.
-
- @since v0.99.5
- */
- #if defined(__ARM_NEON__) || defined(TARGET_IPHONE_SIMULATOR)
- #define CC_USES_VBO 1
- #else
- #define CC_USES_VBO 0
- #endif
- /** @def CC_NODE_TRANSFORM_USING_AFFINE_MATRIX
- If enabled, CCNode will transform the nodes using a cached Affine matrix.
- If disabled, the node will be transformed using glTranslate,glRotate,glScale.
- Using the affine matrix only requires 2 GL calls.
- Using the translate/rotate/scale requires 5 GL calls.
- But computing the Affine matrix is relative expensive.
- But according to performance tests, Affine matrix performs better.
- This parameter doesn't affect SpriteSheet nodes.
-
- To enable set it to a value different than 0. Enabled by default.
- */
- #define CC_NODE_TRANSFORM_USING_AFFINE_MATRIX 1
- /** @def CC_OPTIMIZE_BLEND_FUNC_FOR_PREMULTIPLIED_ALPHA
- If most of your imamges have pre-multiplied alpha, set it to 1 (if you are going to use .PNG/.JPG file images).
- Only set to 0 if ALL your images by-pass Apple UIImage loading system (eg: if you use libpng or PVR images)
- To enable set it to a value different than 0. Enabled by default.
- @since v0.99.5
- */
- #define CC_OPTIMIZE_BLEND_FUNC_FOR_PREMULTIPLIED_ALPHA 1
- /** @def CC_TEXTURE_ATLAS_USE_TRIANGLE_STRIP
- Use GL_TRIANGLE_STRIP instead of GL_TRIANGLES when rendering the texture atlas.
- It seems it is the recommend way, but it is much slower, so, enable it at your own risk
-
- To enable set it to a value different than 0. Disabled by default.
- */
- #define CC_TEXTURE_ATLAS_USE_TRIANGLE_STRIP 0
- /** @def CC_TEXTURE_NPOT_SUPPORT
- If enabled, NPOT textures will be used where available. Only 3rd gen (and newer) devices support NPOT textures.
- NPOT textures have the following limitations:
- - They can't have mipmaps
- - They only accept GL_CLAMP_TO_EDGE in GL_TEXTURE_WRAP_{S,T}
-
- To enable set it to a value different than 0. Disabled by default.
- @since v0.99.2
- */
- #define CC_TEXTURE_NPOT_SUPPORT 0
- /** @def CC_SPRITE_DEBUG_DRAW
- If enabled, all subclasses of CCSprite will draw a bounding box
- Useful for debugging purposes only. It is recommened to leave it disabled.
-
- To enable set it to a value different than 0. Disabled by default.
- */
- #define CC_SPRITE_DEBUG_DRAW 0
- /** @def CC_SPRITEBATCHNODE_DEBUG_DRAW
- If enabled, all subclasses of CCSprite that are rendered using an CCSpriteSheet draw a bounding box.
- Useful for debugging purposes only. It is recommened to leave it disabled.
-
- To enable set it to a value different than 0. Disabled by default.
- */
- #define CC_SPRITEBATCHNODE_DEBUG_DRAW 0
- /** @def CC_BITMAPFONTATLAS_DEBUG_DRAW
- If enabled, all subclasses of BitmapFontAtlas will draw a bounding box
- Useful for debugging purposes only. It is recommened to leave it disabled.
-
- To enable set it to a value different than 0. Disabled by default.
- */
- #define CC_BITMAPFONTATLAS_DEBUG_DRAW 0
- /** @def CC_LABELATLAS_DEBUG_DRAW
- If enabled, all subclasses of LabeltAtlas will draw a bounding box
- Useful for debugging purposes only. It is recommened to leave it disabled.
-
- To enable set it to a value different than 0. Disabled by default.
- */
- #define CC_LABELATLAS_DEBUG_DRAW 0
- /** @def CC_ENABLE_PROFILERS
- If enabled, will activate various profilers withing 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 recommened to leave it disabled.
-
- To enable set it to a value different than 0. Disabled by default.
- */
- #define CC_ENABLE_PROFILERS 0
- /** @def CC_COMPATIBILITY_WITH_0_8
- Enable it if you want to support v0.8 compatbility.
- Basically, classes without namespaces will work.
- It is recommended to disable compatibility once you have migrated your game to v0.9 to avoid class name polution
-
- To enable set it to a value different than 0. Disabled by default.
- */
- #define CC_COMPATIBILITY_WITH_0_8 0