mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
added debug batch file for windows improved project filters for executable: separated into engine and user sources refactored version numbers, added them to the .rc file changed /W2 to /W4 TORQUE_DEBUG,TORQUE_ENABLE_ASSERTS and TORQUE_DEBUG_GFX_MODE now automatically defined in debug mode
209 lines
7.9 KiB
C
209 lines
7.9 KiB
C
//-----------------------------------------------------------------------------
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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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#pragma once
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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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/// What's the name of your application? Used in a variety of places.
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#define TORQUE_APP_NAME "@TORQUE_APP_NAME@"
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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 @TORQUE_APP_VERSION@
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/// Human readable application version string.
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#define TORQUE_APP_VERSION_STRING "@TORQUE_APP_VERSION_STRING@"
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/// Define me if you want to enable multithreading support.
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#cmakedefine TORQUE_MULTITHREAD
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/// Define me if you want to disable Torque memory manager.
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#cmakedefine TORQUE_DISABLE_MEMORY_MANAGER
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/// Define me if you want to disable the virtual mount system.
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#cmakedefine TORQUE_DISABLE_VIRTUAL_MOUNT_SYSTEM
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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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#cmakedefine TORQUE_DISABLE_FIND_ROOT_WITHIN_ZIP
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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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#cmakedefine TORQUE_ZIP_DISK_LAYOUT
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/// Define me if you don't want Torque to compile dso's
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#cmakedefine TORQUE_NO_DSO_GENERATION
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// Define me if this build is a tools build
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#cmakedefine TORQUE_PLAYER
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#cmakedefine TORQUE_TOOLS
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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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#cmakedefine TORQUE_ENABLE_PROFILER
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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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// TORQUE_DEBUG is now set dynamically and not here anymore
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// #cmakedefine TORQUE_DEBUG
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#cmakedefine DEBUG_SPEW
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#cmakedefine TORQUE_DEBUG_GFX_MODE
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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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#cmakedefine TORQUE_SHIPPING
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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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#cmakedefine TORQUE_DEBUG_NET
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/// Define me to enable detailed console logging of net moves.
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#cmakedefine TORQUE_DEBUG_NET_MOVES
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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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/// 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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/// 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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/// Define me if you want to enable instanced-static behavior
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//#define TORQUE_ENABLE_THREAD_STATICS
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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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/// 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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/// 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 16MB 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 16 << 20
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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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#ifdef TORQUE_DEBUG
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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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// Enables the C++ assert macros AssertFatal, AssertWarn, etc.
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#ifndef TORQUE_ENABLE_ASSERTS
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#define TORQUE_ENABLE_ASSERTS
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#endif
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#endif
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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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#ifdef TORQUE_SHIPPING
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// TORQUE_SHIPPING flags here.
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#else
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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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// Enable the TorqueScript assert() instruction if not shipping.
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#define TORQUE_ENABLE_SCRIPTASSERTS
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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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#endif
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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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// 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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// 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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