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ccConfig.h File Reference

cocos2d (cc) configuration file More...

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 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_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_ENABLE_SCRIPT_BINDING   1
 Use physics integration API. More...
 
#define CC_CONSTRUCTOR_ACCESS   protected
 Indicate the init functions access modifier. More...
 

Detailed Description

cocos2d (cc) configuration file

Macro Definition Documentation

#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.

Warning
This feature is experimental
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.

Warning
This feature is experimental
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.

Warning
This feature is experimental
#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_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:

  • ccGLUseProgram() instead of glUseProgram()
  • GL::deleteProgram() instead of glDeleteProgram()
  • GL::blendFunc() instead of glBlendFunc()

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

Since
v2.0.0
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:

  • ccGLUseProgram() instead of glUseProgram()
  • GL::deleteProgram() instead of glDeleteProgram()
  • GL::blendFunc() instead of glBlendFunc()

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

Since
v2.0.0
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:

  • ccGLUseProgram() instead of glUseProgram()
  • GL::deleteProgram() instead of glDeleteProgram()
  • GL::blendFunc() instead of glBlendFunc()

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

Since
v2.0.0
#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

Use physics integration API.

Enable Script binding

var CC_ENABLE_SCRIPT_BINDING   1

Use physics integration API.

Enable Script binding

local CC_ENABLE_SCRIPT_BINDING   1

Use physics integration API.

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.

Since
v2.1
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.

Since
v2.1
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.

Since
v2.1
#define
CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL   0

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

  • 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 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:

  • Sprite / SpriteBatchNode and subclasses: LabelBMFont, TMXTiledMap
  • LabelAtlas
  • QuadParticleSystem
  • TileMap

To enabled set it to 1. Disabled by default.

Since
v0.99.5
var
CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL   0

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

  • 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 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:

  • Sprite / SpriteBatchNode and subclasses: LabelBMFont, TMXTiledMap
  • LabelAtlas
  • QuadParticleSystem
  • TileMap

To enabled set it to 1. Disabled by default.

Since
v0.99.5
local
CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL   0

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

  • 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 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:

  • Sprite / SpriteBatchNode and subclasses: LabelBMFont, TMXTiledMap
  • LabelAtlas
  • QuadParticleSystem
  • TileMap

To enabled set it to 1. Disabled by default.

Since
v0.99.5
#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.

#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_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.

Since
v0.99.5
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.

Since
v0.99.5
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.

Since
v0.99.5