ccConfig(设置一些底层接口状态:是否支持动作叠加 设置fps更新间隔和位置 是否画边框等。。)

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#ifndef __CCCONFIG_H__

#define __CCCONFIG_H__


#include "platform/CCPlatformConfig.h"


/**

 @file

 cocos2d (cc) configuration file

*/


/** @def CC_ENABLE_STACKABLE_ACTIONS    //STACKABLE可叠起堆放的

 If enabled, actions that alter(改变) the position property (eg: CCMoveBy, CCJumpBy, CCBezierBy, 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(金额;总数) of all the positions.

 If disabled, only the last run action will take effect.

 */

#ifndef CC_ENABLE_STACKABLE_ACTIONS

#define CC_ENABLE_STACKABLE_ACTIONS 1  // 1=enable  支持叠加动作(position由多个动作的叠加效果决定)0=disable 最后一个动作起作用

#endif


/** @def CC_ENABLE_GL_STATE_CACHE  

 If enabled, cocos2d will maintain(维持) an OpenGL state cache internally(内部的) to avoid unnecessary(不必要的;多余的) switches(开关).

 In order to use them, you have to use the following functions, instead of the the GL ones:

    - ccGLUseProgram() instead of glUseProgram()

    - ccGLDeleteProgram() instead of glDeleteProgram()

    - ccGLBlendFunc() instead of glBlendFunc()


 If this functionality is disabled, then ccGLUseProgram(), ccGLDeleteProgram(), ccGLBlendFunc() will call the GL ones, without using the cache.


 It is recommended to enable whenever(无论何时) 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

 

 */

#ifndef CC_ENABLE_GL_STATE_CACHE

#define CC_ENABLE_GL_STATE_CACHE 1//是否开启GL_STATE_CACHE

#endif


/** @def CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL

If enabled, the texture coordinates will be calculated by using this formula(公式):

- texCoord.left = (rect.origin.x*2+1) / (texture.wide*2);

- texCoord.right = texCoord.left + (rect.size.width*2-2)/(texture.wide*2);


The same for bottom and top.


This formula prevents(预防) 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:

- CCSprite / CCSpriteBatchNode and subclasses: CCLabelBMFont, CCTMXTiledMap

- CCLabelAtlas

- CCQuadParticleSystem

- CCTileMap


To enabled set it to 1. Disabled by default.


@since v0.99.5

*/

#ifndef CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL

#define CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL 0//

#endif


/** @def CC_DIRECTOR_FPS_INTERVAL

 Seconds 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

 */

#ifndef CC_DIRECTOR_STATS_INTERVAL

#define CC_DIRECTOR_STATS_INTERVAL (0.5f)//设置Seconds between FPS updates

#endif


/** @def CC_DIRECTOR_FPS_POSITION

 Position of the FPS


 Default: 0,0 (bottom-left corner)

 */

#ifndef CC_DIRECTOR_FPS_POSITION

#define CC_DIRECTOR_FPS_POSITION ccp(0,0)  //设置fps显示位置

#endif


/** @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 1. Disabled by default.

 

 @warning This feature is experimental

 */

#ifndef CC_DIRECTOR_DISPATCH_FAST_EVENTS

 #define CC_DIRECTOR_DISPATCH_FAST_EVENTS 0//

#endif


/** @def CC_DIRECTOR_MAC_USE_DISPLAY_LINK_THREAD

If enabled, cocos2d-mac will run on the Display Link thread(线 路线). 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.


*/

#ifndef CC_DIRECTOR_MAC_USE_DISPLAY_LINK_THREAD

#define CC_DIRECTOR_MAC_USE_DISPLAY_LINK_THREAD 1//

#endif


/** @def CC_NODE_RENDER_SUBPIXEL

 If enabled, the CCNode objects (CCSprite, CCLabel,etc) will be able to render in subpixels(色子像素).

 If disabled, integer(整体) pixels will be used.

 

 To enable set it to 1. Enabled by default.

 */

#ifndef CC_NODE_RENDER_SUBPIXEL

#define CC_NODE_RENDER_SUBPIXEL 1 //是否使用色子像素渲染

#endif


/** @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 1. Enabled by default.

 */

#ifndef CC_SPRITEBATCHNODE_RENDER_SUBPIXEL

#define CC_SPRITEBATCHNODE_RENDER_SUBPIXEL    1 //是否使用色子像素渲染

#endif


/** @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.


 */

#ifndef CC_TEXTURE_ATLAS_USE_TRIANGLE_STRIP

#define CC_TEXTURE_ATLAS_USE_TRIANGLE_STRIP 0//

#endif


/** @def CC_TEXTURE_ATLAS_USE_VAO

 By default, CCTextureAtlas (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.

 

 */

#ifndef CC_TEXTURE_ATLAS_USE_VAO

    #if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) || (CC_TARGET_PLATFORM == CC_PLATFORM_MAC)

        #define CC_TEXTURE_ATLAS_USE_VAO 1

    #else

        /* Some Windows display adapter driver cannot support VAO. */

        /* Some android devices cannot support VAO very well, so we disable it by default for android platform. */

        /* Blackberry also doesn't support this feature. */

#define CC_TEXTURE_ATLAS_USE_VAO 0  ///

    #endif

#endif



/** @def CC_USE_LA88_LABELS

 If enabled, it will use LA88 (Luminance Alpha 16-bit textures) for CCLabelTTF 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.


 @since v0.99.5

 */

#ifndef CC_USE_LA88_LABELS

#define CC_USE_LA88_LABELS 1 //是否使用LA88

#endif


/** @def CC_SPRITE_DEBUG_DRAW

 If enabled, all subclasses(子类) of CCSprite will draw a bounding box

 Useful for debugging(调试) purposes(目的) 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

*/

#ifndef CC_SPRITE_DEBUG_DRAW

#define CC_SPRITE_DEBUG_DRAW 0 //是否画出精灵的 边框 0 -- disabled 1 -- draw bounding box  2 -- draw texture box

#endif


/** @def CC_SPRITEBATCHNODE_DEBUG_DRAW

If enabled, all subclasses of CCSprite that are rendered using an CCSpriteBatchNode 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.

*/

#ifndef CC_SPRITEBATCHNODE_DEBUG_DRAW

#define CC_SPRITEBATCHNODE_DEBUG_DRAW 0//是否使用精灵池画精灵边框

#endif


/** @def CC_LABELBMFONT_DEBUG_DRAW

If enabled, all subclasses of CCLabelBMFont 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.

*/

#ifndef CC_LABELBMFONT_DEBUG_DRAW

#define CC_LABELBMFONT_DEBUG_DRAW 0  //是否画出CCLabelBMFont边框

#endif


/** @def CC_LABELATLAS_DEBUG_DRAW

 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.

 */

#ifndef CC_LABELATLAS_DEBUG_DRAW

#define CC_LABELATLAS_DEBUG_DRAW 0//是否画出LabeltAtlas边框

#endif


/** @def CC_ENABLE_PROFILERS

 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.

 */

#ifndef CC_ENABLE_PROFILERS

#define CC_ENABLE_PROFILERS 0//

#endif


/** Enable Lua engine debug log */

#ifndef CC_LUA_ENGINE_DEBUG

#define CC_LUA_ENGINE_DEBUG 0  //

#endif


#endif // __CCCONFIG_H__


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