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-//-----------------------------------------------------------------------------
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-// Copyright (c) 2012 GarageGames, LLC
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-//
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-// Permission is hereby granted, free of charge, to any person obtaining a copy
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-// of this software and associated documentation files (the "Software"), to
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-// deal in the Software without restriction, including without limitation the
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-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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-// sell copies of the Software, and to permit persons to whom the Software is
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-// furnished to do so, subject to the following conditions:
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-//
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-// The above copyright notice and this permission notice shall be included in
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-// all copies or substantial portions of the Software.
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-//
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-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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-// IN THE SOFTWARE.
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-//-----------------------------------------------------------------------------
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-
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-#ifndef _TORQUECONFIG_H_
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-#define _TORQUECONFIG_H_
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-
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-//-----------------------------------------------------------------------------
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-//Hi, and welcome to the Torque Config file.
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-//
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-//This file is a central reference for the various configuration flags that
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-//you'll be using when controlling what sort of a Torque build you have. In
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-//general, the information here is global for your entire codebase, applying
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-//not only to your game proper, but also to all of your tools.
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-
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-/// What's the name of your application? Used in a variety of places.
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-#define TORQUE_APP_NAME "Full"
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-
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-#define TORQUE_NET_DEFAULT_MULTICAST_ADDRESS "ff04::7467:656E:6574:776B"
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-
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-/// What version of the application specific source code is this?
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-///
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-/// Version number is major * 1000 + minor * 100 + revision * 10.
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-#define TORQUE_APP_VERSION 1000
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-
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-/// Human readable application version string.
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-#define TORQUE_APP_VERSION_STRING "1.0"
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-
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-/// Define me if you want to enable multithreading support.
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-#ifndef TORQUE_MULTITHREAD
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-#define TORQUE_MULTITHREAD
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-#endif
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-
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-/// Define me if you want to disable Torque memory manager.
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-#ifndef TORQUE_DISABLE_MEMORY_MANAGER
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-#define TORQUE_DISABLE_MEMORY_MANAGER
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-#endif
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-
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-/// The improved SimDictionary uses C++11 and is designed for games where
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-/// there are over 10000 simobjects active normally. To enable the new
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-/// SimDictionary just uncomment the line below.
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-//#define USE_NEW_SIMDICTIONARY
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-
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-/// Define me if you want to disable the virtual mount system.
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-//#define TORQUE_DISABLE_VIRTUAL_MOUNT_SYSTEM
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-
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-/// Define me if you want to disable looking for the root of a given path
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-/// within a zip file. This means that the zip file name itself must be
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-/// the root of the path. Requires the virtual mount system to be active.
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-//#define TORQUE_DISABLE_FIND_ROOT_WITHIN_ZIP
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-
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-//Uncomment this define if you want to use the alternative zip support where you can
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-//define your directories and files inside the zip just like you would on disk
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-//instead of the default zip support that treats the zip as an extra directory.
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-//#define TORQUE_ZIP_DISK_LAYOUT
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-
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-/// Define me if you don't want Torque to compile dso's
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-#define TORQUE_NO_DSO_GENERATION
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-
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-// Define me if this build is a tools build
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-
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-#ifndef TORQUE_PLAYER
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-# define TORQUE_TOOLS
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-#else
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-# undef TORQUE_TOOLS
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-#endif
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-
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-/// Define me if you want to enable the profiler.
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-/// See also the TORQUE_SHIPPING block below
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-//#define TORQUE_ENABLE_PROFILER
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-
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-/// Define me to enable debug mode; enables a great number of additional
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-/// sanity checks, as well as making AssertFatal and AssertWarn do something.
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-/// This is usually defined by the build target.
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-//#define TORQUE_DEBUG
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-
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-/// Define me if this is a shipping build; if defined I will instruct Torque
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-/// to batten down some hatches and generally be more "final game" oriented.
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-/// Notably this disables a liberal resource manager file searching, and
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-/// console help strings.
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-//#define TORQUE_SHIPPING
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-
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-/// Define me to enable a variety of network debugging aids.
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-///
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-/// - NetConnection packet logging.
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-/// - DebugChecksum guards to detect mismatched pack/unpacks.
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-/// - Detection of invalid destination ghosts.
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-///
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-//#define TORQUE_DEBUG_NET
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-
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-/// Define me to enable detailed console logging of net moves.
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-//#define TORQUE_DEBUG_NET_MOVES
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-
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-/// Enable this define to change the default Net::MaxPacketDataSize
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-/// Do this at your own risk since it has the potential to cause packets
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-/// to be split up by old routers and Torque does not have a mechanism to
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-/// stitch split packets back together. Using this define can be very useful
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-/// in controlled network hardware environments (like a LAN) or for singleplayer
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-/// games (like BArricade and its large paths)
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-//#define MAXPACKETSIZE 1500
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-
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-/// Modify me to enable metric gathering code in the renderers.
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-///
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-/// 0 does nothing; higher numbers enable higher levels of metric gathering.
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-//#define TORQUE_GATHER_METRICS 0
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-
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-/// Define me if you want to enable debug guards in the memory manager.
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-///
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-/// Debug guards are known values placed before and after every block of
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-/// allocated memory. They are checked periodically by Memory::validate(),
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-/// and if they are modified (indicating an access to memory the app doesn't
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-/// "own"), an error is flagged (ie, you'll see a crash in the memory
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-/// manager's validate code). Using this and a debugger, you can track down
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-/// memory corruption issues quickly.
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-//#define TORQUE_DEBUG_GUARD
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-
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-/// Define me if you want to enable instanced-static behavior
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-//#define TORQUE_ENABLE_THREAD_STATICS
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-
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-/// Define me if you want to gather static-usage metrics
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-//#define TORQUE_ENABLE_THREAD_STATIC_METRICS
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-
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-/// Define me if you want to enable debug guards on the FrameAllocator.
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-///
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-/// This is similar to the above memory manager guards, but applies only to the
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-/// fast FrameAllocator temporary pool memory allocations. The guards are only
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-/// checked when the FrameAllocator frees memory (when it's water mark changes).
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-/// This is most useful for detecting buffer overruns when using FrameTemp<> .
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-/// A buffer overrun in the FrameAllocator is unlikely to cause a crash, but may
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-/// still result in unexpected behavior, if other FrameTemp's are stomped.
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-//#define FRAMEALLOCATOR_DEBUG_GUARD
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-
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-/// This #define is used by the FrameAllocator to align starting addresses to
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-/// be byte aligned to this value. This is important on the 360 and possibly
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-/// on other platforms as well. Use this #define anywhere alignment is needed.
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-///
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-/// NOTE: Do not change this value per-platform unless you have a very good
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-/// reason for doing so. It has the potential to cause inconsistencies in
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-/// memory which is allocated and expected to be contiguous.
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-///
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-///@ TODO: Make sure that everywhere this should be used, it is being used.
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-#define TORQUE_BYTE_ALIGNMENT 4
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-
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-/// This #define should be set if the engine should use a 32-bit format for
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-/// 24-bit textures. The most notable case is converting RGB->RGBX for various
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-/// reasons.
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-
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-// CodeReview: It may be worth determining this at run-time. Right now I just
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-// want to wrap code which forces the conversion from 24->32 in a common
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-// #define so it is easily turned on/off for the problems we are encountering in
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-// the lighting. [5/11/2007 Pat]
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-//#define TORQUE_FORCE_24_BIT_TO_32_BIT_TEXTURES
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-
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-/// This #define is used by the FrameAllocator to set the size of the frame.
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-///
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-/// It was previously set to 3MB but I've increased it to 32MB due to the
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-/// FrameAllocator being used as temporary storage for bitmaps in the D3D9
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-/// texture manager.
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-#define TORQUE_FRAME_SIZE 32 << 20
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-
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-// Finally, we define some dependent #defines. This enables some subsidiary
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-// functionality to get automatically turned on in certain configurations.
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-
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-#ifdef TORQUE_DEBUG
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-
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- #define TORQUE_GATHER_METRICS 0
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- #define TORQUE_ENABLE_PROFILE_PATH
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- #ifndef TORQUE_DEBUG_GUARD
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- #define TORQUE_DEBUG_GUARD
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- #endif
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- #ifndef TORQUE_NET_STATS
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- #define TORQUE_NET_STATS
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- #endif
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-
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- // Enables the C++ assert macros AssertFatal, AssertWarn, etc.
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- #define TORQUE_ENABLE_ASSERTS
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-
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-#endif
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-
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-#ifdef TORQUE_RELEASE
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- // If it's not DEBUG, it's a RELEASE build, put appropriate things here.
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-#endif
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-
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-#ifdef TORQUE_SHIPPING
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-
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- // TORQUE_SHIPPING flags here.
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-
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-#else
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-
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- // Enable the profiler by default, if we're not doing a shipping build.
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- #define TORQUE_ENABLE_PROFILER
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-
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- // Enable the TorqueScript assert() instruction if not shipping.
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- #define TORQUE_ENABLE_SCRIPTASSERTS
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-
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- // We also enable GFX debug events for use in Pix and other graphics
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- // debugging tools.
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- #define TORQUE_ENABLE_GFXDEBUGEVENTS
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-
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-#endif
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-
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-#ifdef TORQUE_TOOLS
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-# define TORQUE_INSTANCE_EXCLUSION "TorqueToolsTest"
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-#else
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-# define TORQUE_INSTANCE_EXCLUSION "TorqueTest"
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-#endif
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-
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-// This is the lighting system thats enabled by default when the scene graphs are created.
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-//#define DEFAULT_LIGHTING_SYSTEM "SynapseGaming Lighting Kit"
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-#define DEFAULT_LIGHTING_SYSTEM "Basic Lighting"
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-
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-// Someday, it might make sense to do some pragma magic here so we error
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-// on inconsistent flags.
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-
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-// The Xbox360 has it's own profiling tools, the Torque Profiler should not be used
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-#ifdef TORQUE_OS_XENON
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-# ifdef TORQUE_ENABLE_PROFILER
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-# undef TORQUE_ENABLE_PROFILER
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-# endif
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-#
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-# ifdef TORQUE_ENABLE_PROFILE_PATH
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-# undef TORQUE_ENABLE_PROFILE_PATH
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-#endif
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-#endif
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-
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-
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-#endif // _TORQUECONFIG_H_
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-
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