#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 |
| #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_OSX 0 |
Running on OSX - use ifdef instead of defined() operator to allow CC3_IOS to be used in expansions.