v2.0.2
Macros
CC3Environment.h File Reference
#import "cocos2d.h"

Macros

#define APPORTABLE   0
 
#define CC3_CC2_1   (COCOS2D_VERSION < 0x020000)
 
#define CC3_GLSL   !(CC3_OGLES_1)
 
#define CC3_IOS   0
 
#define CC3_OGL   (CC3_OSX)
 
#define CC3_OGLES   (CC3_IOS)
 
#define CC3_OGLES_1   ((CC3_OGLES) && (CC3_CC2_1))
 
#define CC3_OGLES_2   ((CC3_OGLES) && !(CC3_CC2_1))
 
#define CC3_OSX   0
 

Macro Definition Documentation

#define APPORTABLE   0

Running on Android via Apportable.

Explicitly set as a build setting.

#define CC3_CC2_1   (COCOS2D_VERSION < 0x020000)

Convenience tests for whether we are linking to specific Cocos2D versions or functionality.

#define CC3_GLSL   !(CC3_OGLES_1)

Running an OpenGL version that supports GLSL (any but OpenGL ES 1.1).

#define CC3_IOS   0

Running on iOS - use ifdef instead of defined() operator to allow CC3_IOS to be used in expansions.

#define CC3_OGL   (CC3_OSX)

Running OpenGL under OSX on the Mac.

#define CC3_OGLES   (CC3_IOS)

Running some form of OpenGL ES under iOS.

#define CC3_OGLES_1   ((CC3_OGLES) && (CC3_CC2_1))

Running OpenGL ES 1 under iOS.

#define CC3_OGLES_2   ((CC3_OGLES) && !(CC3_CC2_1))

Running OpenGL ES 2 under iOS.

#define CC3_OSX   0

Running on OSX - use ifdef instead of defined() operator to allow CC3_IOS to be used in expansions.