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- //-----------------------------------------------------------------------------
- // 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_
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