cocos2d (cc) configuration file More...
#include "CCPlatformConfig.h"
Macros | |
#define | CC_ENABLE_STACKABLE_ACTIONS 1 |
If enabled, actions that alter the position property (eg: MoveBy, JumpBy, BezierBy, etc..) will be stacked. More... | |
#define | CC_ENABLE_GL_STATE_CACHE 1 |
If enabled, cocos2d will maintain an OpenGL state cache internally to avoid unnecessary switches. More... | |
#define | CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL 0 |
If enabled, the texture coordinates will be calculated by using this formula: More... | |
#define | CC_DIRECTOR_STATS_INTERVAL (0.1f) |
#define | CC_DIRECTOR_FPS_POSITION Point(0,0) |
Position of the FPS. More... | |
#define | CC_DIRECTOR_DISPATCH_FAST_EVENTS 0 |
If enabled, and only when it is used with FastDirector, the main loop will wait 0.04 seconds to dispatch all the events, even if there are not events to dispatch. More... | |
#define | CC_DIRECTOR_MAC_USE_DISPLAY_LINK_THREAD 1 |
If enabled, cocos2d-mac will run on the Display Link thread. More... | |
#define | CC_NODE_RENDER_SUBPIXEL 1 |
If enabled, the Node objects (Sprite, Label,etc) will be able to render in subpixels. More... | |
#define | CC_SPRITEBATCHNODE_RENDER_SUBPIXEL 1 |
If enabled, the Sprite objects rendered with SpriteBatchNode will be able to render in subpixels. More... | |
#define | CC_TEXTURE_ATLAS_USE_TRIANGLE_STRIP 0 |
Use GL_TRIANGLE_STRIP instead of GL_TRIANGLES when rendering the texture atlas. More... | |
#define | CC_TEXTURE_ATLAS_USE_VAO 1 |
By default, TextureAtlas (used by many cocos2d classes) will use VAO (Vertex Array Objects). More... | |
#define | CC_USE_LA88_LABELS 1 |
If enabled, it will use LA88 (Luminance Alpha 16-bit textures) for LabelTTF objects. More... | |
#define | CC_SPRITE_DEBUG_DRAW 0 |
If enabled, all subclasses of Sprite will draw a bounding box Useful for debugging purposes only. More... | |
#define | CC_SPRITEBATCHNODE_DEBUG_DRAW 0 |
If enabled, all subclasses of Sprite that are rendered using an SpriteBatchNode draw a bounding box. More... | |
#define | CC_LABELBMFONT_DEBUG_DRAW 0 |
If enabled, all subclasses of LabelBMFont will draw a bounding box Useful for debugging purposes only. More... | |
#define | CC_LABELATLAS_DEBUG_DRAW 0 |
If enabled, all subclasses of LabeltAtlas will draw a bounding box Useful for debugging purposes only. More... | |
#define | CC_ENABLE_PROFILERS 0 |
If enabled, will activate various profilers within cocos2d. More... | |
#define | CC_LUA_ENGINE_DEBUG 0 |
Enable Lua engine debug log. More... | |
#define | CC_USE_PHYSICS 1 |
Use physics integration API. More... | |
cocos2d (cc) configuration file
#define CC_DIRECTOR_DISPATCH_FAST_EVENTS 0 |
If enabled, and only when it is used with FastDirector, 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 1. Disabled by default.
var CC_DIRECTOR_DISPATCH_FAST_EVENTS 0 |
If enabled, and only when it is used with FastDirector, 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 1. Disabled by default.
local CC_DIRECTOR_DISPATCH_FAST_EVENTS 0 |
If enabled, and only when it is used with FastDirector, 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 1. Disabled by default.
#define CC_DIRECTOR_FPS_POSITION Point(0,0) |
Position of the FPS.
Default: 0,0 (bottom-left corner)
var CC_DIRECTOR_FPS_POSITION Point(0,0) |
Position of the FPS.
Default: 0,0 (bottom-left corner)
local CC_DIRECTOR_FPS_POSITION Point(0,0) |
Position of the FPS.
Default: 0,0 (bottom-left corner)
#define CC_DIRECTOR_MAC_USE_DISPLAY_LINK_THREAD 1 |
If enabled, cocos2d-mac will run on the Display Link thread.
If disabled cocos2d-mac will run in its own thread.
If enabled, the images will be drawn at the "correct" time, but the events might not be very responsive. If disabled, some frames might be skipped, but the events will be dispatched as they arrived.
To enable set it to a 1, to disable it set to 0. Enabled by default.
Only valid for cocos2d-mac. Not supported on cocos2d-ios.
var CC_DIRECTOR_MAC_USE_DISPLAY_LINK_THREAD 1 |
If enabled, cocos2d-mac will run on the Display Link thread.
If disabled cocos2d-mac will run in its own thread.
If enabled, the images will be drawn at the "correct" time, but the events might not be very responsive. If disabled, some frames might be skipped, but the events will be dispatched as they arrived.
To enable set it to a 1, to disable it set to 0. Enabled by default.
Only valid for cocos2d-mac. Not supported on cocos2d-ios.
local CC_DIRECTOR_MAC_USE_DISPLAY_LINK_THREAD 1 |
If enabled, cocos2d-mac will run on the Display Link thread.
If disabled cocos2d-mac will run in its own thread.
If enabled, the images will be drawn at the "correct" time, but the events might not be very responsive. If disabled, some frames might be skipped, but the events will be dispatched as they arrived.
To enable set it to a 1, to disable it set to 0. Enabled by default.
Only valid for cocos2d-mac. Not supported on cocos2d-ios.
#define CC_DIRECTOR_STATS_INTERVAL (0.1f) |
var CC_DIRECTOR_STATS_INTERVAL (0.1f) |
local CC_DIRECTOR_STATS_INTERVAL (0.1f) |
#define CC_ENABLE_GL_STATE_CACHE 1 |
If enabled, cocos2d will maintain an OpenGL state cache internally to avoid unnecessary switches.
In order to use them, you have to use the following functions, instead of the the GL ones:
If this functionality is disabled, then ccGLUseProgram(), GL::deleteProgram(), GL::blendFunc() will call the GL ones, without using the cache.
It is recommended to enable whenever possible to improve speed. If you are migrating your code from GL ES 1.1, then keep it disabled. Once all your code works as expected, turn it on.
Default value: Enabled by default
var CC_ENABLE_GL_STATE_CACHE 1 |
If enabled, cocos2d will maintain an OpenGL state cache internally to avoid unnecessary switches.
In order to use them, you have to use the following functions, instead of the the GL ones:
If this functionality is disabled, then ccGLUseProgram(), GL::deleteProgram(), GL::blendFunc() will call the GL ones, without using the cache.
It is recommended to enable whenever possible to improve speed. If you are migrating your code from GL ES 1.1, then keep it disabled. Once all your code works as expected, turn it on.
Default value: Enabled by default
local CC_ENABLE_GL_STATE_CACHE 1 |
If enabled, cocos2d will maintain an OpenGL state cache internally to avoid unnecessary switches.
In order to use them, you have to use the following functions, instead of the the GL ones:
If this functionality is disabled, then ccGLUseProgram(), GL::deleteProgram(), GL::blendFunc() will call the GL ones, without using the cache.
It is recommended to enable whenever possible to improve speed. If you are migrating your code from GL ES 1.1, then keep it disabled. Once all your code works as expected, turn it on.
Default value: Enabled by default
#define CC_ENABLE_PROFILERS 0 |
If enabled, will activate various profilers within 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 recommended to leave it disabled.
To enable set it to a value different than 0. Disabled by default.
var CC_ENABLE_PROFILERS 0 |
If enabled, will activate various profilers within 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 recommended to leave it disabled.
To enable set it to a value different than 0. Disabled by default.
local CC_ENABLE_PROFILERS 0 |
If enabled, will activate various profilers within 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 recommended to leave it disabled.
To enable set it to a value different than 0. Disabled by default.
#define CC_ENABLE_STACKABLE_ACTIONS 1 |
If enabled, actions that alter the position property (eg: MoveBy, JumpBy, BezierBy, etc..) will be stacked.
If you run 2 or more 'position' actions at the same time on a node, then end position will be the sum of all the positions. If disabled, only the last run action will take effect.
Enabled by default. Disable to be compatible with v2.0 and older versions.
#define CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL 0 |
If enabled, the texture coordinates will be calculated by using this formula:
The same for bottom and top.
This formula prevents artifacts by using 99% of the texture. The "correct" way to prevent artifacts is by using the spritesheet-artifact-fixer.py or a similar tool.
Affected nodes:
To enabled set it to 1. Disabled by default.
var CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL 0 |
If enabled, the texture coordinates will be calculated by using this formula:
The same for bottom and top.
This formula prevents artifacts by using 99% of the texture. The "correct" way to prevent artifacts is by using the spritesheet-artifact-fixer.py or a similar tool.
Affected nodes:
To enabled set it to 1. Disabled by default.
local CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL 0 |
If enabled, the texture coordinates will be calculated by using this formula:
The same for bottom and top.
This formula prevents artifacts by using 99% of the texture. The "correct" way to prevent artifacts is by using the spritesheet-artifact-fixer.py or a similar tool.
Affected nodes:
To enabled set it to 1. Disabled by default.
#define CC_LABELATLAS_DEBUG_DRAW 0 |
If enabled, all subclasses of LabeltAtlas will draw a bounding box Useful for debugging purposes only.
It is recommended to leave it disabled.
To enable set it to a value different than 0. Disabled by default.
var CC_LABELATLAS_DEBUG_DRAW 0 |
If enabled, all subclasses of LabeltAtlas will draw a bounding box Useful for debugging purposes only.
It is recommended to leave it disabled.
To enable set it to a value different than 0. Disabled by default.
local CC_LABELATLAS_DEBUG_DRAW 0 |
If enabled, all subclasses of LabeltAtlas will draw a bounding box Useful for debugging purposes only.
It is recommended to leave it disabled.
To enable set it to a value different than 0. Disabled by default.
#define CC_LABELBMFONT_DEBUG_DRAW 0 |
If enabled, all subclasses of LabelBMFont will draw a bounding box Useful for debugging purposes only.
It is recommended to leave it disabled.
To enable set it to a value different than 0. Disabled by default.
var CC_LABELBMFONT_DEBUG_DRAW 0 |
If enabled, all subclasses of LabelBMFont will draw a bounding box Useful for debugging purposes only.
It is recommended to leave it disabled.
To enable set it to a value different than 0. Disabled by default.
local CC_LABELBMFONT_DEBUG_DRAW 0 |
If enabled, all subclasses of LabelBMFont will draw a bounding box Useful for debugging purposes only.
It is recommended to leave it disabled.
To enable set it to a value different than 0. Disabled by default.
#define CC_LUA_ENGINE_DEBUG 0 |
Enable Lua engine debug log.
var CC_LUA_ENGINE_DEBUG 0 |
Enable Lua engine debug log.
local CC_LUA_ENGINE_DEBUG 0 |
Enable Lua engine debug log.
#define CC_NODE_RENDER_SUBPIXEL 1 |
If enabled, the Node objects (Sprite, Label,etc) will be able to render in subpixels.
If disabled, integer pixels will be used.
To enable set it to 1. Enabled by default.
var CC_NODE_RENDER_SUBPIXEL 1 |
If enabled, the Node objects (Sprite, Label,etc) will be able to render in subpixels.
If disabled, integer pixels will be used.
To enable set it to 1. Enabled by default.
local CC_NODE_RENDER_SUBPIXEL 1 |
If enabled, the Node objects (Sprite, Label,etc) will be able to render in subpixels.
If disabled, integer pixels will be used.
To enable set it to 1. Enabled by default.
#define CC_SPRITE_DEBUG_DRAW 0 |
If enabled, all subclasses of Sprite will draw a bounding box Useful for debugging purposes only.
It is recommended to leave it disabled.
To enable set it to a value different than 0. Disabled by default: 0 – disabled 1 – draw bounding box 2 – draw texture box 0 – disabled 1 – draw bounding box 2 – draw texture box
var CC_SPRITE_DEBUG_DRAW 0 |
If enabled, all subclasses of Sprite will draw a bounding box Useful for debugging purposes only.
It is recommended to leave it disabled.
To enable set it to a value different than 0. Disabled by default: 0 – disabled 1 – draw bounding box 2 – draw texture box 0 – disabled 1 – draw bounding box 2 – draw texture box
local CC_SPRITE_DEBUG_DRAW 0 |
If enabled, all subclasses of Sprite will draw a bounding box Useful for debugging purposes only.
It is recommended to leave it disabled.
To enable set it to a value different than 0. Disabled by default: 0 – disabled 1 – draw bounding box 2 – draw texture box 0 – disabled 1 – draw bounding box 2 – draw texture box
#define CC_SPRITEBATCHNODE_DEBUG_DRAW 0 |
If enabled, all subclasses of Sprite that are rendered using an SpriteBatchNode draw a bounding box.
Useful for debugging purposes only. It is recommended to leave it disabled.
To enable set it to a value different than 0. Disabled by default.
var CC_SPRITEBATCHNODE_DEBUG_DRAW 0 |
If enabled, all subclasses of Sprite that are rendered using an SpriteBatchNode draw a bounding box.
Useful for debugging purposes only. It is recommended to leave it disabled.
To enable set it to a value different than 0. Disabled by default.
local CC_SPRITEBATCHNODE_DEBUG_DRAW 0 |
If enabled, all subclasses of Sprite that are rendered using an SpriteBatchNode draw a bounding box.
Useful for debugging purposes only. It is recommended to leave it disabled.
To enable set it to a value different than 0. Disabled by default.
#define CC_SPRITEBATCHNODE_RENDER_SUBPIXEL 1 |
If enabled, the Sprite objects rendered with SpriteBatchNode will be able to render in subpixels.
If disabled, integer pixels will be used.
To enable set it to 1. Enabled by default.
var CC_SPRITEBATCHNODE_RENDER_SUBPIXEL 1 |
If enabled, the Sprite objects rendered with SpriteBatchNode will be able to render in subpixels.
If disabled, integer pixels will be used.
To enable set it to 1. Enabled by default.
local CC_SPRITEBATCHNODE_RENDER_SUBPIXEL 1 |
If enabled, the Sprite objects rendered with SpriteBatchNode will be able to render in subpixels.
If disabled, integer pixels will be used.
To enable set it to 1. Enabled by default.
#define CC_TEXTURE_ATLAS_USE_TRIANGLE_STRIP 0 |
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.
var CC_TEXTURE_ATLAS_USE_TRIANGLE_STRIP 0 |
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.
local CC_TEXTURE_ATLAS_USE_TRIANGLE_STRIP 0 |
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_VAO 1 |
By default, TextureAtlas (used by many cocos2d classes) will use VAO (Vertex Array Objects).
Apple recommends its usage but they might consume a lot of memory, specially if you use many of them. So for certain cases, where you might need hundreds of VAO objects, it might be a good idea to disable it.
To disable it set it to 0. Enabled by default.
var CC_TEXTURE_ATLAS_USE_VAO 1 |
By default, TextureAtlas (used by many cocos2d classes) will use VAO (Vertex Array Objects).
Apple recommends its usage but they might consume a lot of memory, specially if you use many of them. So for certain cases, where you might need hundreds of VAO objects, it might be a good idea to disable it.
To disable it set it to 0. Enabled by default.
local CC_TEXTURE_ATLAS_USE_VAO 1 |
By default, TextureAtlas (used by many cocos2d classes) will use VAO (Vertex Array Objects).
Apple recommends its usage but they might consume a lot of memory, specially if you use many of them. So for certain cases, where you might need hundreds of VAO objects, it might be a good idea to disable it.
To disable it set it to 0. Enabled by default.
#define CC_USE_LA88_LABELS 1 |
If enabled, it will use LA88 (Luminance Alpha 16-bit textures) for LabelTTF objects.
If it is disabled, it will use A8 (Alpha 8-bit textures). LA88 textures are 6% faster than A8 textures, but they will consume 2x memory.
This feature is enabled by default.
var CC_USE_LA88_LABELS 1 |
If enabled, it will use LA88 (Luminance Alpha 16-bit textures) for LabelTTF objects.
If it is disabled, it will use A8 (Alpha 8-bit textures). LA88 textures are 6% faster than A8 textures, but they will consume 2x memory.
This feature is enabled by default.
local CC_USE_LA88_LABELS 1 |
If enabled, it will use LA88 (Luminance Alpha 16-bit textures) for LabelTTF objects.
If it is disabled, it will use A8 (Alpha 8-bit textures). LA88 textures are 6% faster than A8 textures, but they will consume 2x memory.
This feature is enabled by default.
#define CC_USE_PHYSICS 1 |
Use physics integration API.