torqueConfig.h 7.6 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. /// Since we can build different engine "products" out of the same
  32. /// base engine source we need a way to differentiate which product
  33. /// this particular game is using.
  34. ///
  35. /// TGE 0001
  36. /// TGEA 0002
  37. /// TGB 0003
  38. /// TGEA 360 0004
  39. /// TGE WII 0005
  40. /// Torque 3D 0006
  41. ///
  42. #define TORQUE_ENGINE_PRODUCT 0006
  43. /// What's the name of your application? Used in a variety of places.
  44. #define TORQUE_APP_NAME "dae2dts"
  45. /// What version of the application specific source code is this?
  46. ///
  47. /// Version number is major * 1000 + minor * 100 + revision * 10.
  48. #define TORQUE_APP_VERSION 1000
  49. /// Human readable application version string.
  50. #define TORQUE_APP_VERSION_STRING "1.0.0"
  51. /// Define me if you want to enable multithreading support.
  52. #ifndef TORQUE_MULTITHREAD
  53. #define TORQUE_MULTITHREAD
  54. #endif
  55. /// Define me if you want to disable Torque memory manager.
  56. #ifndef TORQUE_DISABLE_MEMORY_MANAGER
  57. #define TORQUE_DISABLE_MEMORY_MANAGER
  58. #endif
  59. /// Define me if you don't want Torque to compile dso's
  60. #define TORQUE_NO_DSO_GENERATION
  61. // Define me if this build is a tools build
  62. #ifndef TORQUE_PLAYER
  63. # define TORQUE_TOOLS
  64. #else
  65. # undef TORQUE_TOOLS
  66. #endif
  67. /// Define me if you want to enable the profiler.
  68. /// See also the TORQUE_SHIPPING block below
  69. //#define TORQUE_ENABLE_PROFILER
  70. /// Define me to enable debug mode; enables a great number of additional
  71. /// sanity checks, as well as making AssertFatal and AssertWarn do something.
  72. /// This is usually defined by the build target.
  73. //#define TORQUE_DEBUG
  74. /// Define me if this is a shipping build; if defined I will instruct Torque
  75. /// to batten down some hatches and generally be more "final game" oriented.
  76. /// Notably this disables a liberal resource manager file searching, and
  77. /// console help strings.
  78. //#define TORQUE_SHIPPING
  79. /// Define me to enable a variety of network debugging aids.
  80. ///
  81. /// - NetConnection packet logging.
  82. /// - DebugChecksum guards to detect mismatched pack/unpacks.
  83. /// - Detection of invalid destination ghosts.
  84. ///
  85. //#define TORQUE_DEBUG_NET
  86. /// Define me to enable detailed console logging of net moves.
  87. //#define TORQUE_DEBUG_NET_MOVES
  88. /// Enable this define to change the default Net::MaxPacketDataSize
  89. /// Do this at your own risk since it has the potential to cause packets
  90. /// to be split up by old routers and Torque does not have a mechanism to
  91. /// stitch split packets back together. Using this define can be very useful
  92. /// in controlled network hardware environments (like a LAN) or for singleplayer
  93. /// games (like BArricade and its large paths)
  94. //#define MAXPACKETSIZE 1500
  95. /// Modify me to enable metric gathering code in the renderers.
  96. ///
  97. /// 0 does nothing; higher numbers enable higher levels of metric gathering.
  98. //#define TORQUE_GATHER_METRICS 0
  99. /// Define me if you want to enable debug guards in the memory manager.
  100. ///
  101. /// Debug guards are known values placed before and after every block of
  102. /// allocated memory. They are checked periodically by Memory::validate(),
  103. /// and if they are modified (indicating an access to memory the app doesn't
  104. /// "own"), an error is flagged (ie, you'll see a crash in the memory
  105. /// manager's validate code). Using this and a debugger, you can track down
  106. /// memory corruption issues quickly.
  107. //#define TORQUE_DEBUG_GUARD
  108. /// Define me if you want to enable instanced-static behavior
  109. //#define TORQUE_ENABLE_THREAD_STATICS
  110. /// Define me if you want to gather static-usage metrics
  111. //#define TORQUE_ENABLE_THREAD_STATIC_METRICS
  112. /// Define me if you want to enable debug guards on the FrameAllocator.
  113. ///
  114. /// This is similar to the above memory manager guards, but applies only to the
  115. /// fast FrameAllocator temporary pool memory allocations. The guards are only
  116. /// checked when the FrameAllocator frees memory (when it's water mark changes).
  117. /// This is most useful for detecting buffer overruns when using FrameTemp<> .
  118. /// A buffer overrun in the FrameAllocator is unlikely to cause a crash, but may
  119. /// still result in unexpected behavior, if other FrameTemp's are stomped.
  120. //#define FRAMEALLOCATOR_DEBUG_GUARD
  121. /// This #define is used by the FrameAllocator to set the size of the frame.
  122. ///
  123. /// It was previously set to 3MB but I've increased it to 32MB due to the
  124. /// FrameAllocator being used as temporary storage for bitmaps in the D3D9
  125. /// texture manager.
  126. #define TORQUE_FRAME_SIZE 32 << 20
  127. // Finally, we define some dependent #defines. This enables some subsidiary
  128. // functionality to get automatically turned on in certain configurations.
  129. #ifdef TORQUE_DEBUG
  130. #define TORQUE_GATHER_METRICS 0
  131. #define TORQUE_ENABLE_PROFILE_PATH
  132. #ifndef TORQUE_DEBUG_GUARD
  133. #define TORQUE_DEBUG_GUARD
  134. #endif
  135. #ifndef TORQUE_NET_STATS
  136. #define TORQUE_NET_STATS
  137. #endif
  138. // Enables the C++ assert macros AssertFatal, AssertWarn, etc.
  139. #define TORQUE_ENABLE_ASSERTS
  140. #endif
  141. #ifdef TORQUE_RELEASE
  142. // If it's not DEBUG, it's a RELEASE build, put appropriate things here.
  143. #endif
  144. #ifdef TORQUE_SHIPPING
  145. // TORQUE_SHIPPING flags here.
  146. #else
  147. // Enable the profiler by default, if we're not doing a shipping build.
  148. #define TORQUE_ENABLE_PROFILER
  149. // Enable the TorqueScript assert() instruction if not shipping.
  150. #define TORQUE_ENABLE_SCRIPTASSERTS
  151. // We also enable GFX debug events for use in Pix and other graphics
  152. // debugging tools.
  153. #define TORQUE_ENABLE_GFXDEBUGEVENTS
  154. #endif
  155. #ifdef TORQUE_TOOLS
  156. # define TORQUE_INSTANCE_EXCLUSION "TorqueToolsTest"
  157. #else
  158. # define TORQUE_INSTANCE_EXCLUSION "TorqueTest"
  159. #endif
  160. // Someday, it might make sense to do some pragma magic here so we error
  161. // on inconsistent flags.
  162. // The Xbox360 has it's own profiling tools, the Torque Profiler should not be used
  163. #ifdef TORQUE_OS_XENON
  164. # ifdef TORQUE_ENABLE_PROFILER
  165. # undef TORQUE_ENABLE_PROFILER
  166. # endif
  167. #
  168. # ifdef TORQUE_ENABLE_PROFILE_PATH
  169. # undef TORQUE_ENABLE_PROFILE_PATH
  170. #endif
  171. #endif
  172. #endif // _TORQUECONFIG_H_