cocos3d
2.0.0
|
#import "cocos2d.h"
Macros | |
#define | APPORTABLE 0 |
#define | CC3_CC2_1 (COCOS2D_VERSION < 0x020000) |
#define | CC3_GLSL (CC3_CC2_2) |
#define | CC3_IOS defined(__IPHONE_OS_VERSION_MAX_ALLOWED) |
#define | CC3_OGL (CC3_OSX) |
#define | CC3_OGLES (CC3_IOS) |
#define | CC3_OGLES_1 ((CC3_CC2_1) && (CC3_OGLES)) |
#define | CC3_OGLES_2 ((CC3_CC2_2) && (CC3_OGLES)) |
#define | CC3_OSX defined(__MAC_OS_X_VERSION_MAX_ALLOWED) |
#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 cocos2d 1.x or 2.x.
#define CC3_GLSL (CC3_CC2_2) |
Running an OpenGL version that supports GLSL (either OpenGL ES 2 or OpenGL).
#define CC3_IOS defined(__IPHONE_OS_VERSION_MAX_ALLOWED) |
Running on iOS.
#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_2 ((CC3_CC2_2) && (CC3_OGLES)) |
Running OpenGL ES 2 under iOS.
#define CC3_OSX defined(__MAC_OS_X_VERSION_MAX_ALLOWED) |
Running on OSX.