torqueConfig.h 8.1 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #ifndef _TORQUECONFIG_H_
  23. #define _TORQUECONFIG_H_
  24. //-----------------------------------------------------------------------------
  25. //Hi, and welcome to the Torque Config file.
  26. //
  27. //This file is a central reference for the various configuration flags that
  28. //you'll be using when controlling what sort of a Torque build you have. In
  29. //general, the information here is global for your entire codebase, applying
  30. //not only to your game proper, but also to all of your tools.
  31. /// What's the name of your application? Used in a variety of places.
  32. #define TORQUE_APP_NAME "Empty"
  33. /// What version of the application specific source code is this?
  34. ///
  35. /// Version number is major * 1000 + minor * 100 + revision * 10.
  36. #define TORQUE_APP_VERSION 1000
  37. /// Human readable application version string.
  38. #define TORQUE_APP_VERSION_STRING "1.0"
  39. /// Define me if you want to enable multithreading support.
  40. #ifndef TORQUE_MULTITHREAD
  41. #define TORQUE_MULTITHREAD
  42. #endif
  43. /// Define me if you want to disable Torque memory manager.
  44. #ifndef TORQUE_DISABLE_MEMORY_MANAGER
  45. #define TORQUE_DISABLE_MEMORY_MANAGER
  46. #endif
  47. /// The improved SimDictionary uses C++11 and is designed for games where
  48. /// there are over 10000 simobjects active normally. To enable the new
  49. /// SimDictionary just uncomment the line below.
  50. //#define USE_NEW_SIMDICTIONARY
  51. /// Define me if you want to disable the virtual mount system.
  52. //#define TORQUE_DISABLE_VIRTUAL_MOUNT_SYSTEM
  53. /// Define me if you want to disable looking for the root of a given path
  54. /// within a zip file. This means that the zip file name itself must be
  55. /// the root of the path. Requires the virtual mount system to be active.
  56. //#define TORQUE_DISABLE_FIND_ROOT_WITHIN_ZIP
  57. //Uncomment this define if you want to use the alternative zip support where you can
  58. //define your directories and files inside the zip just like you would on disk
  59. //instead of the default zip support that treats the zip as an extra directory.
  60. //#define TORQUE_ZIP_DISK_LAYOUT
  61. /// Define me if you don't want Torque to compile dso's
  62. #define TORQUE_NO_DSO_GENERATION
  63. // Define me if this build is a tools build
  64. #ifndef TORQUE_PLAYER
  65. # define TORQUE_TOOLS
  66. #else
  67. # undef TORQUE_TOOLS
  68. #endif
  69. /// Define me if you want to enable the profiler.
  70. /// See also the TORQUE_SHIPPING block below
  71. //#define TORQUE_ENABLE_PROFILER
  72. /// Define me to enable debug mode; enables a great number of additional
  73. /// sanity checks, as well as making AssertFatal and AssertWarn do something.
  74. /// This is usually defined by the build target.
  75. //#define TORQUE_DEBUG
  76. /// Define me if this is a shipping build; if defined I will instruct Torque
  77. /// to batten down some hatches and generally be more "final game" oriented.
  78. /// Notably this disables a liberal resource manager file searching, and
  79. /// console help strings.
  80. //#define TORQUE_SHIPPING
  81. /// Define me to enable a variety of network debugging aids.
  82. ///
  83. /// - NetConnection packet logging.
  84. /// - DebugChecksum guards to detect mismatched pack/unpacks.
  85. /// - Detection of invalid destination ghosts.
  86. ///
  87. //#define TORQUE_DEBUG_NET
  88. /// Define me to enable detailed console logging of net moves.
  89. //#define TORQUE_DEBUG_NET_MOVES
  90. /// Enable this define to change the default Net::MaxPacketDataSize
  91. /// Do this at your own risk since it has the potential to cause packets
  92. /// to be split up by old routers and Torque does not have a mechanism to
  93. /// stitch split packets back together. Using this define can be very useful
  94. /// in controlled network hardware environments (like a LAN) or for singleplayer
  95. /// games (like BArricade and its large paths)
  96. //#define MAXPACKETSIZE 1500
  97. /// Modify me to enable metric gathering code in the renderers.
  98. ///
  99. /// 0 does nothing; higher numbers enable higher levels of metric gathering.
  100. //#define TORQUE_GATHER_METRICS 0
  101. /// Define me if you want to enable debug guards in the memory manager.
  102. ///
  103. /// Debug guards are known values placed before and after every block of
  104. /// allocated memory. They are checked periodically by Memory::validate(),
  105. /// and if they are modified (indicating an access to memory the app doesn't
  106. /// "own"), an error is flagged (ie, you'll see a crash in the memory
  107. /// manager's validate code). Using this and a debugger, you can track down
  108. /// memory corruption issues quickly.
  109. //#define TORQUE_DEBUG_GUARD
  110. /// Define me if you want to enable instanced-static behavior
  111. //#define TORQUE_ENABLE_THREAD_STATICS
  112. /// Define me if you want to gather static-usage metrics
  113. //#define TORQUE_ENABLE_THREAD_STATIC_METRICS
  114. /// Define me if you want to enable debug guards on the FrameAllocator.
  115. ///
  116. /// This is similar to the above memory manager guards, but applies only to the
  117. /// fast FrameAllocator temporary pool memory allocations. The guards are only
  118. /// checked when the FrameAllocator frees memory (when it's water mark changes).
  119. /// This is most useful for detecting buffer overruns when using FrameTemp<> .
  120. /// A buffer overrun in the FrameAllocator is unlikely to cause a crash, but may
  121. /// still result in unexpected behavior, if other FrameTemp's are stomped.
  122. //#define FRAMEALLOCATOR_DEBUG_GUARD
  123. /// This #define is used by the FrameAllocator to set the size of the frame.
  124. ///
  125. /// It was previously set to 3MB but I've increased it to 32MB due to the
  126. /// FrameAllocator being used as temporary storage for bitmaps in the D3D9
  127. /// texture manager.
  128. #define TORQUE_FRAME_SIZE 32 << 20
  129. // Finally, we define some dependent #defines. This enables some subsidiary
  130. // functionality to get automatically turned on in certain configurations.
  131. #ifdef TORQUE_DEBUG
  132. #define TORQUE_GATHER_METRICS 0
  133. #define TORQUE_ENABLE_PROFILE_PATH
  134. #ifndef TORQUE_DEBUG_GUARD
  135. #define TORQUE_DEBUG_GUARD
  136. #endif
  137. #ifndef TORQUE_NET_STATS
  138. #define TORQUE_NET_STATS
  139. #endif
  140. // Enables the C++ assert macros AssertFatal, AssertWarn, etc.
  141. #define TORQUE_ENABLE_ASSERTS
  142. #endif
  143. #ifdef TORQUE_RELEASE
  144. // If it's not DEBUG, it's a RELEASE build, put appropriate things here.
  145. #endif
  146. #ifdef TORQUE_SHIPPING
  147. // TORQUE_SHIPPING flags here.
  148. #else
  149. // Enable the profiler by default, if we're not doing a shipping build.
  150. #define TORQUE_ENABLE_PROFILER
  151. // Enable the TorqueScript assert() instruction if not shipping.
  152. #define TORQUE_ENABLE_SCRIPTASSERTS
  153. // We also enable GFX debug events for use in Pix and other graphics
  154. // debugging tools.
  155. #define TORQUE_ENABLE_GFXDEBUGEVENTS
  156. #endif
  157. #ifdef TORQUE_TOOLS
  158. # define TORQUE_INSTANCE_EXCLUSION "TorqueToolsTest"
  159. #else
  160. # define TORQUE_INSTANCE_EXCLUSION "TorqueTest"
  161. #endif
  162. // Someday, it might make sense to do some pragma magic here so we error
  163. // on inconsistent flags.
  164. // The Xbox360 has it's own profiling tools, the Torque Profiler should not be used
  165. #ifdef TORQUE_OS_XENON
  166. # ifdef TORQUE_ENABLE_PROFILER
  167. # undef TORQUE_ENABLE_PROFILER
  168. # endif
  169. #
  170. # ifdef TORQUE_ENABLE_PROFILE_PATH
  171. # undef TORQUE_ENABLE_PROFILE_PATH
  172. #endif
  173. #endif
  174. #endif // _TORQUECONFIG_H_