ccMacros
#ifndef __CCMACROS_H__
#define __CCMACROS_H__
#ifndef _USE_MATH_DEFINES
#define _USE_MATH_DEFINES
#endif
#include "platform/CCCommon.h"
#include "CCStdC.h"
#ifndef CCAssert
#if COCOS2D_DEBUG > 0
extern bool CC_DLL cc_assert_script_compatible(const char *msg);
#define CCAssert(cond, msg) do { \
if (!(cond)) { \
if (!cc_assert_script_compatible(msg) && strlen(msg)) \
cocos2d::CCLog("Assert failed: %s", msg); \
CC_ASSERT(cond); \
} \
} while (0)
#else
#define CCAssert(cond, msg)
#endif
#endif // CCAssert
#include "ccConfig.h"
/** @def CC_SWAP
simple macro that swaps 2 variables
*/
#define CC_SWAP(x, y, type) \
{ type temp = (x); \
x = y; y = temp; \
}
/** @def CCRANDOM_MINUS1_1
returns a random float between -1 and 1
*/
#define CCRANDOM_MINUS1_1() ((2.0f*((float)rand()/RAND_MAX))-1.0f)
/** @def CCRANDOM_0_1
returns a random float between 0 and 1
*/
#define CCRANDOM_0_1() ((float)rand()/RAND_MAX)
/** @def CC_DEGREES_TO_RADIANS
converts degrees to radians
*/
#define CC_DEGREES_TO_RADIANS(__ANGLE__) ((__ANGLE__) * 0.01745329252f) // PI / 180
/** @def CC_RADIANS_TO_DEGREES
converts radians to degrees
*/
#define CC_RADIANS_TO_DEGREES(__ANGLE__) ((__ANGLE__) * 57.29577951f) // PI * 180
#define kCCRepeatForever (UINT_MAX -1)
/** @def CC_BLEND_SRC
default gl blend src function. Compatible with premultiplied alpha images.
*/
#define CC_BLEND_SRC GL_ONE
#define CC_BLEND_DST GL_ONE_MINUS_SRC_ALPHA
/** @def CC_NODE_DRAW_SETUP
Helpful macro that setups the GL server state, the correct GL program and sets the Model View Projection matrix
@since v2.0
*/
#define CC_NODE_DRAW_SETUP() \
do { \
ccGLEnable(m_eGLServerState); \
CCAssert(getShaderProgram(), "No shader program set for this node"); \
{ \
getShaderProgram()->use(); \
getShaderProgram()->setUniformsForBuiltins(); \
} \
} while(0)
/** @def CC_DIRECTOR_END
Stops and removes the director from memory.
Removes the CCGLView from its parent
@since v0.99.4
*/
#define CC_DIRECTOR_END() \
do { \
CCDirector *__director = CCDirector::sharedDirector(); \
__director->end(); \
} while(0)
/** @def CC_CONTENT_SCALE_FACTOR
On Mac it returns 1;
On iPhone it returns 2 if RetinaDisplay is On. Otherwise it returns 1
*/
#define CC_CONTENT_SCALE_FACTOR() CCDirector::sharedDirector()->getContentScaleFactor()
/****************************/
/** RETINA DISPLAY ENABLED **/
/****************************/
/** @def CC_RECT_PIXELS_TO_POINTS
Converts a rect in pixels to points
*/
#define CC_RECT_PIXELS_TO_POINTS(__rect_in_pixels__) \
CCRectMake( (__rect_in_pixels__).origin.x / CC_CONTENT_SCALE_FACTOR(), (__rect_in_pixels__).origin.y / CC_CONTENT_SCALE_FACTOR(), \
(__rect_in_pixels__).size.width / CC_CONTENT_SCALE_FACTOR(), (__rect_in_pixels__).size.height / CC_CONTENT_SCALE_FACTOR() )
/** @def CC_RECT_POINTS_TO_PIXELS
Converts a rect in points to pixels
*/
#define CC_RECT_POINTS_TO_PIXELS(__rect_in_points_points__) \
CCRectMake( (__rect_in_points_points__).origin.x * CC_CONTENT_SCALE_FACTOR(), (__rect_in_points_points__).origin.y * CC_CONTENT_SCALE_FACTOR(),
\
(__rect_in_points_points__).size.width * CC_CONTENT_SCALE_FACTOR(), (__rect_in_points_points__).size.height * CC_CONTENT_SCALE_FACTOR() )
/** @def CC_POINT_PIXELS_TO_POINTS
Converts a rect in pixels to points
*/
#define CC_POINT_PIXELS_TO_POINTS(__pixels__) \
CCPointMake( (__pixels__).x / CC_CONTENT_SCALE_FACTOR(), (__pixels__).y / CC_CONTENT_SCALE_FACTOR())
/** @def CC_POINT_POINTS_TO_PIXELS
Converts a rect in points to pixels
*/
#define CC_POINT_POINTS_TO_PIXELS(__points__) \
CCPointMake( (__points__).x * CC_CONTENT_SCALE_FACTOR(), (__points__).y * CC_CONTENT_SCALE_FACTOR())
/** @def CC_POINT_PIXELS_TO_POINTS
Converts a rect in pixels to points
*/
#define CC_SIZE_PIXELS_TO_POINTS(__size_in_pixels__) \
CCSizeMake( (__size_in_pixels__).width / CC_CONTENT_SCALE_FACTOR(), (__size_in_pixels__).height / CC_CONTENT_SCALE_FACTOR())
/** @def CC_POINT_POINTS_TO_PIXELS
Converts a rect in points to pixels
*/
#define CC_SIZE_POINTS_TO_PIXELS(__size_in_points__) \
CCSizeMake( (__size_in_points__).width * CC_CONTENT_SCALE_FACTOR(), (__size_in_points__).height * CC_CONTENT_SCALE_FACTOR())
#ifndef FLT_EPSILON
#define FLT_EPSILON 1.192092896e-07F
#endif // FLT_EPSILON
#define DISALLOW_COPY_AND_ASSIGN(TypeName) \
TypeName(const TypeName&);\
void operator=(const TypeName&)
/**
Helper macros which converts 4-byte little/big endian
integral number to the machine native number representation
It should work same as apples CFSwapInt32LittleToHost(..)
*/
/// when define returns true it means that our architecture uses big endian
#define CC_HOST_IS_BIG_ENDIAN (bool)(*(unsigned short *)"\0\xff" < 0x100)
#define CC_SWAP32(i) ((i & 0x000000ff) << 24 | (i & 0x0000ff00) << 8 | (i & 0x00ff0000) >> 8 | (i & 0xff000000) >> 24)
#define CC_SWAP16(i) ((i & 0x00ff) << 8 | (i &0xff00) >> 8)
#define CC_SWAP_INT32_LITTLE_TO_HOST(i) ((CC_HOST_IS_BIG_ENDIAN == true)? CC_SWAP32(i) : (i) )
#define CC_SWAP_INT16_LITTLE_TO_HOST(i) ((CC_HOST_IS_BIG_ENDIAN == true)? CC_SWAP16(i) : (i) )
#define CC_SWAP_INT32_BIG_TO_HOST(i) ((CC_HOST_IS_BIG_ENDIAN == true)? (i) : CC_SWAP32(i) )
#define CC_SWAP_INT16_BIG_TO_HOST(i) ((CC_HOST_IS_BIG_ENDIAN == true)? (i): CC_SWAP16(i) )
/**********************/
/** Profiling Macros **/
/**********************/
#if CC_ENABLE_PROFILERS
#define CC_PROFILER_DISPLAY_TIMERS() CCProfiler::sharedProfiler()->displayTimers()
#define CC_PROFILER_PURGE_ALL() CCProfiler::sharedProfiler()->releaseAllTimers()
#define CC_PROFILER_START(__name__) CCProfilingBeginTimingBlock(__name__)
#define CC_PROFILER_STOP(__name__) CCProfilingEndTimingBlock(__name__)
#define CC_PROFILER_RESET(__name__) CCProfilingResetTimingBlock(__name__)
#define CC_PROFILER_START_CATEGORY(__cat__, __name__) do{ if(__cat__) CCProfilingBeginTimingBlock(__name__); } while(0)
#define CC_PROFILER_STOP_CATEGORY(__cat__, __name__) do{ if(__cat__) CCProfilingEndTimingBlock(__name__); } while(0)
#define CC_PROFILER_RESET_CATEGORY(__cat__, __name__) do{ if(__cat__) CCProfilingResetTimingBlock(__name__); } while(0)
#define CC_PROFILER_START_INSTANCE(__id__, __name__) do{ CCProfilingBeginTimingBlock( CCString::createWithFormat("%08X - %s", __id__, __name__)->getCString()
); } while(0)
#define CC_PROFILER_STOP_INSTANCE(__id__, __name__) do{ CCProfilingEndTimingBlock( CCString::createWithFormat("%08X - %s", __id__, __name__)->getCString()
); } while(0)
#define CC_PROFILER_RESET_INSTANCE(__id__, __name__) do{ CCProfilingResetTimingBlock( CCString::createWithFormat("%08X - %s", __id__, __name__)->getCString()
); } while(0)
#else
#define CC_PROFILER_DISPLAY_TIMERS() do {} while (0)
#define CC_PROFILER_PURGE_ALL() do {} while (0)
#define CC_PROFILER_START(__name__) do {} while (0)
#define CC_PROFILER_STOP(__name__) do {} while (0)
#define CC_PROFILER_RESET(__name__) do {} while (0)
#define CC_PROFILER_START_CATEGORY(__cat__, __name__) do {} while(0)
#define CC_PROFILER_STOP_CATEGORY(__cat__, __name__) do {} while(0)
#define CC_PROFILER_RESET_CATEGORY(__cat__, __name__) do {} while(0)
#define CC_PROFILER_START_INSTANCE(__id__, __name__) do {} while(0)
#define CC_PROFILER_STOP_INSTANCE(__id__, __name__) do {} while(0)
#define CC_PROFILER_RESET_INSTANCE(__id__, __name__) do {} while(0)
#endif
#if !defined(COCOS2D_DEBUG) || COCOS2D_DEBUG == 0
#define CHECK_GL_ERROR_DEBUG()
#else
#define CHECK_GL_ERROR_DEBUG() \
do { \
GLenum __error = glGetError(); \
if(__error) { \
CCLog("OpenGL error 0x%04X in %s %s %d\n", __error, __FILE__, __FUNCTION__, __LINE__); \
} \
} while (false)
#endif
/** @def CC_INCREMENT_GL_DRAWS_BY_ONE
Increments the GL Draws counts by one.
The number of calls per frame are displayed on the screen when the CCDirector's stats are enabled.
*/
extern unsigned int CC_DLL g_uNumberOfDraws;
#define CC_INCREMENT_GL_DRAWS(__n__) g_uNumberOfDraws += __n__
/*******************/
/** Notifications **/
/*******************/
/** @def CCAnimationFrameDisplayedNotification
Notification name when a CCSpriteFrame is displayed
*/
#define CCAnimationFrameDisplayedNotification "CCAnimationFrameDisplayedNotification"
#endif // __CCMACROS_H__
ccMacros的更多相关文章
- Cocos2d-X3.0 刨根问底(五)----- Node类及显示对象列表源码分析
上一章 我们分析了Cocos2d-x的内存管理,主要解剖了 Ref.PoolManager.AutoreleasePool这三个类,了解了对象是如何自动释放的机制.之前有一个类 Node经常出现在各种 ...
- cocos2d-x 2.0 序列帧动画 深入分析
转自:http://blog.csdn.net/honghaier/article/details/8222401 序列帧动画主要有几个类: CCSpriteFrame:精灵帧信息,序列帧动画是依靠多 ...
- cocos2d-x 纹理源码分析
转自:http://blog.csdn.net/honghaier/article/details/8068895 当一张图片被加载到内存后,它是以纹理的形式存在的.纹理是什么东西呢?纹理就是一块内存 ...
- cocos2d-x 的CCObject与autorelease 之深入分析
转自: http://blog.csdn.net/honghaier/article/details/8160519 CCObject.h: #ifndef __CCOBJECT_H__ #defin ...
- cocos2d-x 2.0 拖尾效果分析
转自:http://game.dapps.net/gamedev/game-engine/7281.html 在Cocos2d-x中,拖尾效果有一个专门的类CCMotionStreak来实现.下面我们 ...
- cocos2d-x学习笔记
转自:http://blog.csdn.net/we000636/article/details/8263503 接受触屏事件的优先级是值越小,响应触屏事件的优先级越高 Z值越大,越外面 JNI:允许 ...
- [置顶] COcos2d-X 中文API
本文来自http://blog.csdn.net/runaying ,引用必须注明出处! COcos2d-X 中文API 温馨提醒:使用二维码扫描软件,就可以在手机上访问我的博客啦!另外大家可以访问另 ...
- cocos2d-x-3.1 经常使用宏 (coco2d-x 学习笔记五)
在代码中使用这些宏,能够降低敲键盘的次数,从而提高编写效率. 与节点属性(property)相关的 CC_PROPERTY_READONLY CC_PROPERTY_READONLY_PASS_BY_ ...
- cocos 自动内存管理分析
#include "CCAutoreleasePool.h" #include "ccMacros.h" NS_CC_BEGIN static CCPoolMa ...
随机推荐
- The type javax.servlet.http.HttpServletRequest cannot be resolved.
The type javax.servlet.http.HttpServletRequest cannot be resolved. It is indirectly referenced from ...
- Struts学习之自定义拦截器
* 所有的拦截器都需要实现Interceptor接口或者继承Interceptor接口的扩展实现类 * 要重写init().intercept().destroy()方法 * in ...
- delphi R3下 跨进程获取DLL信息 NtQueryInformationProcess
unit APIUnit; { GetProcessModuleHandle API Unit Ring3调用NtQueryInformationProcess实现跨进程获取DLL句柄 } inter ...
- 关于微信浏览不能URL传参,URL中的问号被删除
关于微信浏览不能URL传参,URL中的问号被删除. 尼玛难道没有人遇到过这个问题?看了微信支付SDK3.0的代码,看到urlencode 看到了几次.实际上 在微信浏览器下 header('locat ...
- poj 1966 Cable TV Network 顶点连通度
题目链接 给一个图, n个点m条边, 求至少去掉多少个点可以使得图不再联通.随便指定一个点为源点, 枚举其他点为汇点的情况, 跑网络流, 求其中最小的情况. 如果最后ans为inf, 说明是一个完全图 ...
- Windows Phone
错误: DEP6100 : 引导阶段“正在连接到设备”出现以下意外错误: SmartDeviceException - Windows Phone IP over USB Transport (IpO ...
- curl: (6) Couldn’t resolve host ‘www.ttlsa.com’
上周, 部分站点出现Couldn't resolve host.....问题, 导致公司所有走api的程序都无法正常使用(系统redhat 6.3的都出现问题, redhat 5一切OK). 最 ...
- QT小记之在VS2005中使用(设置QMAKESPEC环境变量,以及编译QT Lib)
QT的结构很清晰明了,看过第一个HELLO WORLD便爱上了它,感觉CEGUI有借鉴过QT的设计.如何在Windows平台下使用QT开发?一,下载SDK包请去官网(QT被NOKIA收购,貌似使用协议 ...
- 再探Delphi2010 Class的构造和析构顺序
发了上一篇博客.盒子上有朋友认为Class的构造和析构延迟加载.是在Unit的初始化后调用的Class的构造.在Unit的反初始化前调用的Class的析构函数. 为了证明一下我又做了个试验 unit ...
- python 入门快速学习整理
Python 入门学习 1 : 对象类型 1 1.1 列表 1 1.2 字典 2 1.3 元组 2 1.4 元组 2 1.4 文件 3 2 : 条件和循环语句 3 2.1 if else语句 3 ...