cocos2d (cc) configuration file. More...
#include "platform/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 Vec2(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_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. 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. 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_NODE_DEBUG_VERIFY_EVENT_LISTENERS 0 |
If enabled (in conjunction with assertion macros) will verify on Node destruction that the node being destroyed has no event listeners still associated with it in the event dispatcher. 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_CULLING 1 |
Use physics integration API. More... | |
#define | CC_USE_JPEG 1 |
Support JPEG or not. More... | |
#define | CC_USE_TIFF 1 |
Support TIFF or not. More... | |
#define | CC_ENABLE_SCRIPT_BINDING 1 |
Support webp or not. More... | |
#define | CC_CONSTRUCTOR_ACCESS protected |
Indicate the init functions access modifier. More... | |
#define | CC_ENABLE_ALLOCATOR 0 |
Turn on creation of global allocator and pool allocators as specified by CC_ALLOCATOR_GLOBAL below. More... | |
#define | CC_ENABLE_ALLOCATOR_DIAGNOSTICS CC_ENABLE_ALLOCATOR |
Turn on debugging of allocators. More... | |
#define | CC_ENABLE_ALLOCATOR_GLOBAL_NEW_DELETE 0 |
Turn on override of global new and delete as specified by CC_ALLOCATOR_GLOBAL_NEW_DELETE below. More... | |
#define | CC_ALLOCATOR_GLOBAL cocos2d::allocator::AllocatorStrategyDefault |
Specify allocator to use for global allocator. More... | |
#define | CC_ALLOCATOR_GLOBAL_NEW_DELETE cocos2d::allocator::AllocatorStrategyGlobalSmallBlock |
Specify allocator to use when overriding of new and delete. More... | |
cocos2d (cc) configuration file.
#define CC_ALLOCATOR_GLOBAL cocos2d::allocator::AllocatorStrategyDefault |
Specify allocator to use for global allocator.
var CC_ALLOCATOR_GLOBAL cocos2d::allocator::AllocatorStrategyDefault |
Specify allocator to use for global allocator.
local CC_ALLOCATOR_GLOBAL cocos2d::allocator::AllocatorStrategyDefault |
Specify allocator to use for global allocator.
#define CC_ALLOCATOR_GLOBAL_NEW_DELETE cocos2d::allocator::AllocatorStrategyGlobalSmallBlock |
Specify allocator to use when overriding of new and delete.
var CC_ALLOCATOR_GLOBAL_NEW_DELETE cocos2d::allocator::AllocatorStrategyGlobalSmallBlock |
Specify allocator to use when overriding of new and delete.
local CC_ALLOCATOR_GLOBAL_NEW_DELETE cocos2d::allocator::AllocatorStrategyGlobalSmallBlock |
Specify allocator to use when overriding of new and delete.
#define CC_CONSTRUCTOR_ACCESS protected |
Indicate the init functions access modifier.
If value equals to protected, then these functions are protected. If value equals to public, these functions are public protected by default.
var CC_CONSTRUCTOR_ACCESS protected |
Indicate the init functions access modifier.
If value equals to protected, then these functions are protected. If value equals to public, these functions are public protected by default.
local CC_CONSTRUCTOR_ACCESS protected |
Indicate the init functions access modifier.
If value equals to protected, then these functions are protected. If value equals to public, these functions are public protected by default.
#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.
#define CC_DIRECTOR_FPS_POSITION Vec2(0,0) |
Position of the FPS.
Default: 0,0 (bottom-left corner).
var CC_DIRECTOR_FPS_POSITION Vec2(0,0) |
Position of the FPS.
Default: 0,0 (bottom-left corner).
local CC_DIRECTOR_FPS_POSITION Vec2(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_ALLOCATOR 0 |
Turn on creation of global allocator and pool allocators as specified by CC_ALLOCATOR_GLOBAL below.
var CC_ENABLE_ALLOCATOR 0 |
Turn on creation of global allocator and pool allocators as specified by CC_ALLOCATOR_GLOBAL below.
local CC_ENABLE_ALLOCATOR 0 |
Turn on creation of global allocator and pool allocators as specified by CC_ALLOCATOR_GLOBAL below.
#define CC_ENABLE_ALLOCATOR_DIAGNOSTICS CC_ENABLE_ALLOCATOR |
Turn on debugging of allocators.
This is slower, uses more memory, and should not be used for production builds.
var CC_ENABLE_ALLOCATOR_DIAGNOSTICS CC_ENABLE_ALLOCATOR |
Turn on debugging of allocators.
This is slower, uses more memory, and should not be used for production builds.
local CC_ENABLE_ALLOCATOR_DIAGNOSTICS CC_ENABLE_ALLOCATOR |
Turn on debugging of allocators.
This is slower, uses more memory, and should not be used for production builds.
#define CC_ENABLE_ALLOCATOR_GLOBAL_NEW_DELETE 0 |
Turn on override of global new and delete as specified by CC_ALLOCATOR_GLOBAL_NEW_DELETE below.
var CC_ENABLE_ALLOCATOR_GLOBAL_NEW_DELETE 0 |
Turn on override of global new and delete as specified by CC_ALLOCATOR_GLOBAL_NEW_DELETE below.
local CC_ENABLE_ALLOCATOR_GLOBAL_NEW_DELETE 0 |
Turn on override of global new and delete as specified by CC_ALLOCATOR_GLOBAL_NEW_DELETE below.
#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_SCRIPT_BINDING 1 |
Support webp or not.
If your application don't use webp format picture, you can undefine this macro to save package size.Enable Script binding.
var CC_ENABLE_SCRIPT_BINDING 1 |
Support webp or not.
If your application don't use webp format picture, you can undefine this macro to save package size.Enable Script binding.
local CC_ENABLE_SCRIPT_BINDING 1 |
Support webp or not.
If your application don't use webp format picture, you can undefine this macro to save package size.Enable Script binding.
#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.
var 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.
local 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_DEBUG_VERIFY_EVENT_LISTENERS 0 |
If enabled (in conjunction with assertion macros) will verify on Node destruction that the node being destroyed has no event listeners still associated with it in the event dispatcher.
This can be used to track down problems where the event dispatch system has dangling pointers to destroyed nodes. Note: event listener verification will always be disabled in builds where assertions are disabled regardless of this setting.
var CC_NODE_DEBUG_VERIFY_EVENT_LISTENERS 0 |
If enabled (in conjunction with assertion macros) will verify on Node destruction that the node being destroyed has no event listeners still associated with it in the event dispatcher.
This can be used to track down problems where the event dispatch system has dangling pointers to destroyed nodes. Note: event listener verification will always be disabled in builds where assertions are disabled regardless of this setting.
local CC_NODE_DEBUG_VERIFY_EVENT_LISTENERS 0 |
If enabled (in conjunction with assertion macros) will verify on Node destruction that the node being destroyed has no event listeners still associated with it in the event dispatcher.
This can be used to track down problems where the event dispatch system has dangling pointers to destroyed nodes. Note: event listener verification will always be disabled in builds where assertions are disabled regardless of this setting.
#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
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
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
#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_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_CULLING 1 |
Use physics integration API.
Use culling or not.
var CC_USE_CULLING 1 |
Use physics integration API.
Use culling or not.
local CC_USE_CULLING 1 |
Use physics integration API.
Use culling or not.
#define CC_USE_JPEG 1 |
Support JPEG or not.
If your application don't use jpeg format picture, you can undefine this macro to save package size.
var CC_USE_JPEG 1 |
Support JPEG or not.
If your application don't use jpeg format picture, you can undefine this macro to save package size.
local CC_USE_JPEG 1 |
Support JPEG or not.
If your application don't use jpeg format picture, you can undefine this macro to save package size.
#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_TIFF 1 |
Support TIFF or not.
If your application don't use TIFF format picture, you can undefine this macro to save package size.
var CC_USE_TIFF 1 |
Support TIFF or not.
If your application don't use TIFF format picture, you can undefine this macro to save package size.
local CC_USE_TIFF 1 |
Support TIFF or not.
If your application don't use TIFF format picture, you can undefine this macro to save package size.