//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _TORQUECONFIG_H_ #define _TORQUECONFIG_H_ //----------------------------------------------------------------------------- //Hi, and welcome to the Torque Config file. // //This file is a central reference for the various configuration flags that //you'll be using when controlling what sort of a Torque build you have. In //general, the information here is global for your entire codebase, applying //not only to your game proper, but also to all of your tools. /// Since we can build different engine "products" out of the same /// base engine source we need a way to differentiate which product /// this particular game is using. /// /// TGE 0001 /// TGEA 0002 /// TGB 0003 /// TGEA 360 0004 /// TGE WII 0005 /// Torque 3D 0006 /// #define TORQUE_ENGINE_PRODUCT 0006 /// What's the name of your application? Used in a variety of places. #define TORQUE_APP_NAME "dae2dts" /// What version of the application specific source code is this? /// /// Version number is major * 1000 + minor * 100 + revision * 10. #define TORQUE_APP_VERSION 1000 /// Human readable application version string. #define TORQUE_APP_VERSION_STRING "1.0.0" /// Define me if you want to enable multithreading support. #ifndef TORQUE_MULTITHREAD #define TORQUE_MULTITHREAD #endif /// Define me if you want to disable Torque memory manager. #ifndef TORQUE_DISABLE_MEMORY_MANAGER #define TORQUE_DISABLE_MEMORY_MANAGER #endif /// Define me if you don't want Torque to compile dso's #define TORQUE_NO_DSO_GENERATION // Define me if this build is a tools build #ifndef TORQUE_PLAYER # define TORQUE_TOOLS #else # undef TORQUE_TOOLS #endif /// Define me if you want to enable the profiler. /// See also the TORQUE_SHIPPING block below //#define TORQUE_ENABLE_PROFILER /// Define me to enable debug mode; enables a great number of additional /// sanity checks, as well as making AssertFatal and AssertWarn do something. /// This is usually defined by the build target. //#define TORQUE_DEBUG /// Define me if this is a shipping build; if defined I will instruct Torque /// to batten down some hatches and generally be more "final game" oriented. /// Notably this disables a liberal resource manager file searching, and /// console help strings. //#define TORQUE_SHIPPING /// Define me to enable a variety of network debugging aids. /// /// - NetConnection packet logging. /// - DebugChecksum guards to detect mismatched pack/unpacks. /// - Detection of invalid destination ghosts. /// //#define TORQUE_DEBUG_NET /// Define me to enable detailed console logging of net moves. //#define TORQUE_DEBUG_NET_MOVES /// Enable this define to change the default Net::MaxPacketDataSize /// Do this at your own risk since it has the potential to cause packets /// to be split up by old routers and Torque does not have a mechanism to /// stitch split packets back together. Using this define can be very useful /// in controlled network hardware environments (like a LAN) or for singleplayer /// games (like BArricade and its large paths) //#define MAXPACKETSIZE 1500 /// Modify me to enable metric gathering code in the renderers. /// /// 0 does nothing; higher numbers enable higher levels of metric gathering. //#define TORQUE_GATHER_METRICS 0 /// Define me if you want to enable debug guards in the memory manager. /// /// Debug guards are known values placed before and after every block of /// allocated memory. They are checked periodically by Memory::validate(), /// and if they are modified (indicating an access to memory the app doesn't /// "own"), an error is flagged (ie, you'll see a crash in the memory /// manager's validate code). Using this and a debugger, you can track down /// memory corruption issues quickly. //#define TORQUE_DEBUG_GUARD /// Define me if you want to enable instanced-static behavior //#define TORQUE_ENABLE_THREAD_STATICS /// Define me if you want to gather static-usage metrics //#define TORQUE_ENABLE_THREAD_STATIC_METRICS /// Define me if you want to enable debug guards on the FrameAllocator. /// /// This is similar to the above memory manager guards, but applies only to the /// fast FrameAllocator temporary pool memory allocations. The guards are only /// checked when the FrameAllocator frees memory (when it's water mark changes). /// This is most useful for detecting buffer overruns when using FrameTemp<> . /// A buffer overrun in the FrameAllocator is unlikely to cause a crash, but may /// still result in unexpected behavior, if other FrameTemp's are stomped. //#define FRAMEALLOCATOR_DEBUG_GUARD /// This #define is used by the FrameAllocator to set the size of the frame. /// /// It was previously set to 3MB but I've increased it to 32MB due to the /// FrameAllocator being used as temporary storage for bitmaps in the D3D9 /// texture manager. #define TORQUE_FRAME_SIZE 32 << 20 // Finally, we define some dependent #defines. This enables some subsidiary // functionality to get automatically turned on in certain configurations. #ifdef TORQUE_DEBUG #define TORQUE_GATHER_METRICS 0 #define TORQUE_ENABLE_PROFILE_PATH #ifndef TORQUE_DEBUG_GUARD #define TORQUE_DEBUG_GUARD #endif #ifndef TORQUE_NET_STATS #define TORQUE_NET_STATS #endif // Enables the C++ assert macros AssertFatal, AssertWarn, etc. #define TORQUE_ENABLE_ASSERTS #endif #ifdef TORQUE_RELEASE // If it's not DEBUG, it's a RELEASE build, put appropriate things here. #endif #ifdef TORQUE_SHIPPING // TORQUE_SHIPPING flags here. #else // Enable the profiler by default, if we're not doing a shipping build. #define TORQUE_ENABLE_PROFILER // Enable the TorqueScript assert() instruction if not shipping. #define TORQUE_ENABLE_SCRIPTASSERTS // We also enable GFX debug events for use in Pix and other graphics // debugging tools. #define TORQUE_ENABLE_GFXDEBUGEVENTS #endif #ifdef TORQUE_TOOLS # define TORQUE_INSTANCE_EXCLUSION "TorqueToolsTest" #else # define TORQUE_INSTANCE_EXCLUSION "TorqueTest" #endif // Someday, it might make sense to do some pragma magic here so we error // on inconsistent flags. // The Xbox360 has it's own profiling tools, the Torque Profiler should not be used #ifdef TORQUE_OS_XENON # ifdef TORQUE_ENABLE_PROFILER # undef TORQUE_ENABLE_PROFILER # endif # # ifdef TORQUE_ENABLE_PROFILE_PATH # undef TORQUE_ENABLE_PROFILE_PATH #endif #endif #endif // _TORQUECONFIG_H_