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cocos2d-iphone
1.0.1
Improved Cocos2D API Reference (iOS version) for Kobold2D developers
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#import <Availability.h>
Defines | |
#define | CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL 0 |
#define | CC_FONT_LABEL_SUPPORT 1 |
#define | CC_DIRECTOR_FAST_FPS 1 |
#define | CC_DIRECTOR_FPS_INTERVAL (0.2f) |
#define | CC_DIRECTOR_DISPATCH_FAST_EVENTS 0 |
#define | CC_DIRECTOR_MAC_USE_DISPLAY_LINK_THREAD 1 |
#define | CC_COCOSNODE_RENDER_SUBPIXEL 1 |
#define | CC_SPRITEBATCHNODE_RENDER_SUBPIXEL 1 |
#define | CC_USES_VBO 0 |
#define | CC_NODE_TRANSFORM_USING_AFFINE_MATRIX 1 |
#define | CC_OPTIMIZE_BLEND_FUNC_FOR_PREMULTIPLIED_ALPHA 1 |
#define | CC_TEXTURE_ATLAS_USE_TRIANGLE_STRIP 0 |
#define | CC_TEXTURE_NPOT_SUPPORT 0 |
#define | CC_RETINA_DISPLAY_SUPPORT 1 |
#define | CC_RETINA_DISPLAY_FILENAME_SUFFIX @"-hd" |
#define | CC_USE_LA88_LABELS_ON_NEON_ARCH 0 |
#define | CC_SPRITE_DEBUG_DRAW 0 |
#define | CC_SPRITEBATCHNODE_DEBUG_DRAW 0 |
#define | CC_LABELBMFONT_DEBUG_DRAW 0 |
#define | CC_LABELATLAS_DEBUG_DRAW 0 |
#define | CC_ENABLE_PROFILERS 0 |
#define | CC_IS_RETINA_DISPLAY_SUPPORTED 1 |
cocos2d (cc) configuration file
#define CC_COCOSNODE_RENDER_SUBPIXEL 1 |
#define CC_DIRECTOR_DISPATCH_FAST_EVENTS 0 |
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.
#define CC_DIRECTOR_FAST_FPS 1 |
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_FPS_INTERVAL (0.2f) |
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_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_ENABLE_PROFILERS 0 |
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_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_FONT_LABEL_SUPPORT 1 |
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 disable set it to 0. Enabled by default.
Only valid for cocos2d-ios. Not supported on cocos2d-mac
#define CC_LABELBMFONT_DEBUG_DRAW 0 |
If enabled, all subclasses of CCLabelBMFont 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.
If enabled, all subclasses of CCLabeltAtlas 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_NODE_TRANSFORM_USING_AFFINE_MATRIX 1 |
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 CCSpriteBatchNode nodes.
To enable set it to a value different than 0. Enabled by default.
#define CC_OPTIMIZE_BLEND_FUNC_FOR_PREMULTIPLIED_ALPHA 1 |
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.
#define CC_RETINA_DISPLAY_FILENAME_SUFFIX @"-hd" |
It's the suffix that will be appended to the files in order to load "retina display" images.
On an iPhone4 with Retina Display support enabled, the file "sprite-hd.png" will be loaded instead of @"sprite.png". If the file doesn't exist it will use the non-retina display image.
Platforms: Only used on Retina Display devices like iPhone 4.
#define CC_RETINA_DISPLAY_SUPPORT 1 |
If enabled, cocos2d supports retina display. For performance reasons, it's recommended disable it in games without retina display support, like iPad only games.
To enable set it to 1. Use 0 to disable it. Enabled by default.
#define CC_SPRITE_DEBUG_DRAW 0 |
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: 0 -- disabled 1 -- draw bounding box 2 -- draw texture box
#define CC_SPRITEBATCHNODE_DEBUG_DRAW 0 |
If enabled, all subclasses of CCSprite that are rendered using an CCSpriteBatchNode 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_RENDER_SUBPIXEL 1 |
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.
#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.
#define CC_TEXTURE_NPOT_SUPPORT 0 |
If enabled, NPOT textures will be used where available. Only 3rd gen (and newer) devices support NPOT textures. NPOT textures have the following limitations:
To enable set it to a value different than 0. Disabled by default.
This value governs only the PNG, GIF, BMP, images. This value DOES NOT govern the PVR (PVR.GZ, PVR.CCZ) files. If NPOT PVR is loaded, then it will create an NPOT texture ignoring this value.
#define CC_USE_LA88_LABELS_ON_NEON_ARCH 0 |
If enabled, it will use LA88 (16-bit textures) on Neon devices for CCLabelTTF objects. If it is disabled, or if it is used on another architecture it will use A8 (8-bit textures). On Neon devices, LA88 textures are 6% faster than A8 textures, but then will consume 2x memory.
This feature is disabled by default.
Platforms: Only used on ARM Neon architectures like iPhone 3GS or newer and iPad.
#define CC_USES_VBO 0 |
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 1. Enabled by default on iPhone with ARMv7 processors, iPhone Simulator and Mac Disabled by default on iPhone with ARMv6 processors.