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。。)
#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
- 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
- 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 ...
- 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 ...
- 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 ...
- 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> # ...
- 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 ...
- 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 ...
- 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" ...
- 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
- oracle 数据库远程导出
exp 用户名/密码@IP:端口/数据库名 file=文件路径 full=y; exp scebm1/ebm@10.3.10.16:1521/scebm file=D:scebm20140527.dm ...
- JavaEE5 Tutorial_Jsp,EL
Jsp的各种元素在转化为servlet时处理是不一样的:指令,控制web容器如何处理页面脚本,被插入到生成的servlet里EL表达式,作为参数传递到解析器get/set Property,变成方 ...
- Python 批量创建同文件名的特定后缀文件
看了很多批量创建文件和文件批量格式转换的code,感觉杀鸡焉用牛刀,自己写了几行轻量级的拿来给大家参考: 在out_dir目录下批量创建与in_dir目录下同文件名但后缀不同的文件. in_dir = ...
- Array.prototype.slice.call
Array.prototype.slice.call(arguments)能将具有length属性的对象转成数组 ,::'age'}; Array.prototype.slice.call(arr); ...
- incompatible
- T-SQL 批处理
批处理简介 批处理是作为一个逻辑单元的T-SQL语句.如果一条语句不能通过语法分析,那么不会运行任何语句.如果一条语句在运行时失败,那么产生错误的语句之前的语句都已经运行了. 为了将一个脚本分为多个批 ...
- 两年内从零到每月十亿 PV 的发展来谈 Pinterest 的架构设计(转)
原文:Scaling Pinterest - From 0 To 10s Of Billions Of Page Views A Month In Two Years 译文:两年内从零到每月十亿 PV ...
- 【128】Word中的VBA
通过查找关键字,然后删除整段文字的实现! Sub 删除查找含关键词的行() Dim KeyWord As String KeyWord = InputBox("请输入关键词(词长不限,中英均 ...
- JPA多对多@manytomany注解配置实例
维护端注解 @ManyToMany (cascade = CascadeType.REFRESH) @JoinTable (//关联表 name = "student_teacher&quo ...
- 闲置的eSATA接口,会影响Windows 7的启动速度
为方便用户连接外置硬盘等设备,很多中高 端主板上都有至少一个eSATA接口.事实上,很多人可能根本就不用eSATA接口,你想过没有,正是这个无所事事的eSATA接口,可能无意中就拖慢了 你的Win ...