#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(不管何时) 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(总体) 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__


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。。)的更多相关文章

  1. 接口中的方法都自动的被设置为public,接口中的域被自动设置为public static final

    接口中的方法都自动的被设置为public,接口中的域被自动设置为public static final

  2. AJAX 概念 优势 发展前景 工作原理 底层技术 状态 缺点 框架

    1. 概念 Ajax asynchronous JavaScript and XML , 异步js和xml. 这种解释已经过时了, 现在ajax就是, 允许浏览器和服务器通信, 而无需刷新当前页面的技 ...

  3. C# 当前 .NET SDK 不支持将 .NET Core 2.1 设置为目标。请将 .NET Core 2.0 或更低版本设置为目标,或使用支持 .NET Core 2.1 的 .NET SDK 版本。

    报错信息: 严重性 代码 说明 项目 文件 行 禁止显示状态 错误 NETSDK1045 当前 .NET SDK 不支持将 .NET Core 2.2 设置为目标.请将 .NET Core 2.1 或 ...

  4. IIS Web服务器支持高并发设置

    适用的IIS版本:IIS 7.0, IIS 7.5, IIS 8.0 适用的Windows版本:Windows Server 2008, Windows Server 2008 R2, Windows ...

  5. iOS开发技巧(系列十八:扩展UIColor,支持十六进制颜色设置)

    新建一个Category,命名为UIColor+Hex,表示UIColor支持十六进制Hex颜色设置. UIColor+Hex.h文件, #import <UIKit/UIKit.h> # ...

  6. Thrift对多接口服务的支持

    Thrift对多接口服务的支持 Thrift在0.9.1版本之前,一直只提交了对单一接口服务的支持,即一个RPC服务器(对应一个端口)支持一个服务接口的实现. 但是很多时候,我们的服务不能实现在一个接 ...

  7. Asp.Net Web Api 接口,拥抱支持跨域访问。

    如何让你的 Asp.Net Web Api 接口,拥抱支持跨域访问. 由于 web api 项目通常是被做成了一个独立站点,来提供数据,在做web api 项目的时候,不免前端会遇到跨域访问接口的问题 ...

  8. 利用shell简单监控网络设备的接口状态发出告警

    作者:邓聪聪 #!/bin/sh Date=$(date +%F_%T) iplist=`cat ip.txt |awk '{print $1}'` snmp="hjsz-snmp" ...

  9. VS2010 SP1安装失败之”此计算机的状态不支持此安装“()

    升级安装VS2010SP1的时候,出现“此计算机的状态不支持此安装”,Google得之: 如下图显示: 安装程序已经检测到,此计算机不满足安装此软件所需的条件.必须先解决以下这些造成阻止的问题,才可以 ...

随机推荐

  1. 多线程的Python 教程--“贪吃蛇”

    本指南的里代码可以在这里下载:  threadworms.py ,或者从  GitHub.代码需要  Python 3 或 Python 2 ,同时也需要安装  Pygame . 点击查看大版本图片 ...

  2. static用法总结

    C++的static有两种用法:面向过程程序设计中的static和面向对象程序设计中的static.前者应用于普通变量和函数,不涉及类:后者主要说明static在类中的作用. 一.面向过程设计中的st ...

  3. Request、Request.Form、Request.QueryString 用法的区别

    Request.Form:获取以POST方式提交的数据. Request.QueryString:获取地址栏参数(以GET方式提交的数据). Request:包含以上两种方式(优先获取GET方式提交的 ...

  4. [Lua]入门教程

    什么是Lua Lua 是一个小巧的脚本语言.是巴西里约热内卢天主教大学(Pontifical Catholic University of Rio de Janeiro)里的一个研究小组,由Rober ...

  5. effective c++:资源管理

    对象管理资源 createInvestment 函数作用时创建一个invest对象: void f() { Investment *pInv = createInvestment(); // call ...

  6. [转]32位和64位系统区别及int字节数

    一)64位系统和32位有什么区别? 1.64bit CPU拥有更大的寻址能力,最大支持到16GB内存,而32bit只支持4G内存 2.64位CPU一次可提取64位数据,比32位提高了一倍,理论上性能会 ...

  7. select多个字段赋值给多个变量

    在存储过程中定义了变量v1 int;v2 int;v3 int;从表tab1选择3个字段f1,f2,f3赋值给这三个变量,要如何写 如果单个变量可以  select f1 into v1 from t ...

  8. TortoiseGit's Settings

    将鼠标停放在Settings-TortoiseGit窗体上的editbox,checkbox上,有些会弹出有用的提示信息. 2.35.1. General settings: 设定自己偏好的语言,Gi ...

  9. Cocos2d-x单机游戏防八门神器修改数据

    来源:http://cocos2d.9tech.cn/news/2014/0212/39812.html 网上的cocos2d-x教程多为知识点的讲解,但我们学习cocos2d-x的目的是为了什么?为 ...

  10. 利用一些码农Trick去搞一搞G和T的单词

    根据自然语言处理中的Zipf统计定律,在自然语言的语料库里,一个单词出现的频率与它在频率表里的排名成反比.因此,我们有理由认为,可以根据这个频率表进行一下排序,以及purning.由于精力有限,没有足 ...