#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.