buildconfig.h File Reference


Detailed Description

Compile-time defines and configurations for engine.

#include "platform.h"
#include "arch.h"
#include "version.h"

Go to the source code of this file.

Defines

#define NEO_ENABLE_THREAD_SAFE   0
 Build engine thread-safe.
#define NEO_ENABLE_INTERNAL_LOG   1
 Enable logging internally in the engine. Requires NEO_ENABLE_LOG.
#define NEO_ENABLE_REFCOUNT_DEBUGGER   1
 Enable the reference count debugger.
#define NEO_ENABLE_RESOURCE_DEBUGGER   1
 Enable the resource allocation debugger.
#define NEO_ENABLE_SMARTPTR_DEBUGGER   0
 Enable the smart pointer debugger.
#define NEO_ENABLE_SMARTPTR_DEBUGGER_STACKTRACE_DEPTH   15
 Maximum stacktrace depth in smart pointer debugger.
#define NEO_ENABLE_PROFILING   1
 Enable the profiling manager and profiling calls in the engine.
#define NEO_ENABLE_STATISTICS   1
 Enable gathering of statistics in various parts of the engine.
#define NEO_ENABLE_LOG   1
 Enable the logging subsystem.
#define NEO_ENABLE_FILE_ZIP   1
 Enable the ZIP file package codec.
#define NEO_ENABLE_IMAGE   1
 Enable the image I/O subsystem.
#define NEO_ENABLE_IMAGE_PNG   1
 Enable the PNG image codec. Requires NEO_ENABLE_IMAGE.
#define NEO_ENABLE_IMAGE_TGA   1
 Enable the TGA image codec. Requires NEO_ENABLE_IMAGE.
#define NEO_ENABLE_IMAGE_JPEG   1
 Enable the JPEG image codec. Requires NEO_ENABLE_IMAGE.
#define NEO_ENABLE_IMAGE_DDS   1
 Enable the DDS image codec. Requires NEO_ENABLE_IMAGE.
#define NEO_ENABLE_RENDER   1
 Enable the rendering subsystem. Requires NEO_ENABLE_IMAGE.
#define NEO_ENABLE_RENDER_DYNAMICLIB   0
 Enable the building render devices as dynamic libraries.
#define NEO_ENABLE_RENDER_NULL   1
 Enable the null render device. Requires NEO_ENABLE_RENDER.
#define NEO_ENABLE_RENDER_OPENGL   1
 Enable then OpenGL render device. Requires NEO_ENABLE_RENDER.
#define NEO_ENABLE_RENDER_D3D8   1
 Enable the D3D8 render device. Safe on non-Windows targets (will be automatically disabled). Requires NEO_ENABLE_RENDER. If D3D9 renderer is enabled and not building devices as dynamic libraries, the D3D8 renderer will be disabled.
#define NEO_ENABLE_RENDER_D3D9   1
 Enable the D3D9 render device. Safe on non-Windows targets (will be automatically disabled). Requires NEO_ENABLE_RENDER.
#define NEO_ENABLE_ANIMATION   1
 Enable the animation subsystem.
#define NEO_ENABLE_COLLISION   1
 Enable the collision detection subsystem.
#define NEO_ENABLE_SCENE   1
 Enable the scene management subsystem. Requires NEO_ENABLE_RENDER and NEO_ENABLE_COLLISION.
#define NEO_ENABLE_SCENE_ABT   1
 Enable the ABT scene partitioning subsystem. Requires NEO_ENABLE_SCENE.
#define NEO_ENABLE_SCENE_BSP   1
 Enable the BSP scene partitioning subsystem. Requires NEO_ENABLE_SCENE.
#define NEO_ENABLE_SCENE_SINGLEPASS   1
 Enable the single pass scene renderer subsystem. Requires NEO_ENABLE_SCENE.
#define NEO_ENABLE_SCENE_PPDYNLIGHT   1
 Enable the per-pixel dynamic lighting scene renderer subsystem. Requires NEO_ENABLE_SCENE.
#define NEO_ENABLE_SCENE_WIREFRAME   1
 Enable the debug wireframe scene renderer subsystem. Requires NEO_ENABLE_SCENE.
#define NEO_ENABLE_PHYSICS   1
 Enable the physics simuation subsystem. Requires NEO_ENABLE_SCENE.
#define NEO_ENABLE_PHYSICS_SOFTWARE   1
 Enable the internal software implementation of the physics simuation subsystem. Requires NEO_ENABLE_PHYSICS.
#define NEO_ENABLE_PHYSICS_PHYSX   0
 Enable the PhysX implementation of the physics simuation subsystem. Safe on non-Windows targets (will be automatically disabled). Requires NEO_ENABLE_PHYSICS.
#define NEO_ENABLE_SOUND   1
 Enable the sound file I/O subsystem.
#define NEO_ENABLE_SOUND_WAV   1
 Enable the WAV sound codec. Requires NEO_ENABLE_SOUND.
#define NEO_ENABLE_SOUND_VORBIS   1
 Enable the Ogg Vorbis sound codec. Requires NEO_ENABLE_SOUND.
#define NEO_ENABLE_AUDIO   1
 Enable the audio playback subsystem. Requires NEO_ENABLE_SOUND.
#define NEO_ENABLE_AUDIO_NULL   1
 Enable the null audio device. Requires NEO_ENABLE_AUDIO.
#define NEO_ENABLE_AUDIO_OPENAL   1
 Enable the OpenAL audio device. Requires NEO_ENABLE_AUDIO.
#define NEO_ENABLE_VIDEO   1
 Enable the video playback subsystem. Requires NEO_ENABLE_RENDER and NEO_ENABLE_AUDIO.
#define NEO_ENABLE_VIDEO_THEORA   1
 Enable the Ogg Theora video codec. Requires NEO_ENABLE_VIDEO.
#define NEO_ENABLE_GUI_FONT   1
 Enable font (separate from GUI, you can use the font but not the GUI). Requires NEO_ENABLE_RENDER.
#define NEO_ENABLE_GUI   1
 Enable GUI subsystem. Also enables font. Requires NEO_ENABLE_RENDER.
#define NEO_ENABLE_SCRIPT   1
 Enable the scripting subsystem.
#define NEO_ENABLE_SCRIPT_LUA   1
 Enable the Lua scripting subsystem. Requires NEO_ENABLE_SCRIPT.
#define NEO_ENABLE_CHUNKIO   1
 Enable the chunk I/O subsystem for resource loading. Parts of the chunk I/O library will be controlled by other enables/disables for chunks belonging to some specific subsystem of the engine.
#define NEO_ENABLE_CHUNKIO_ASCII   1
 Enable the ASCII I/O mode in the chunk I/O subsystem.
#define NEO_ENABLE_CHUNKIO_OUTPUT   1
 Enables chunk writing.
#define NEO_ENABLE_RESOURCE   1
 Enable the resource managment subsystem. Requires NEO_ENABLE_CHUNKIO. Parts of the resource management will be controlled by other enables/disables for resources belonging to some specific subsystem of the engine.
#define NEO_ENABLE_RESOURCE_OUTPUT   1
 Enable resource saving (output).
#define NEO_ENABLE_SCRIPTING   1
 Enable scripting support hooks in all the engine subsystems. Requires NEO_ENABLE_SCRIPT.
#define NEO_ENABLE_SCRIPT_DEBUG_LOG   0
 Enable verbose script debug log during execution (WARNING! This produces a LOT of output).
#define NEO_ENABLE_SCRIPT_TYPE_CHECK   1
 Enable type checking in script dispatch (WARNING! Only disable once all scripts are known to work).
#define NEO_ENABLE_SCRIPT_ERROR_CHECK   1
 Enable error checking and reporting in script execution (WARNING! Only disable once all scripts are known to work).
#define NEO_ENABLE_LOCALIZATION   1
 Enable UTF-16 and UTF-32 string support and localization manager.
#define NEO_ENABLE_WINDOWS_UNICODE   1
 Build engine using Unicode Windows API.
#define NEO_ENABLE_WEBDRIVER   1
 Enable the webdriver.
#define NEO_ENABLE_WEBDRIVER_APPLET   1
 Enable the webdriver through Java Applet.
#define NEO_ENABLE_WEBDRIVER_APPLET_THREADING   1
 Enable threading in applet webdriver (required for rendering to applet canvas).
#define NEO_ENABLE_WEBDRIVER_APPLET_FORKING   1
 Enable forking in applet webdriver.
#define NEO_ENABLE_RENDER_D3D8   0
 Enable the D3D8 render device. Safe on non-Windows targets (will be automatically disabled). Requires NEO_ENABLE_RENDER. If D3D9 renderer is enabled and not building devices as dynamic libraries, the D3D8 renderer will be disabled.
#define NEO_ENABLE_RENDER_D3D9   0
 Enable the D3D9 render device. Safe on non-Windows targets (will be automatically disabled). Requires NEO_ENABLE_RENDER.
#define NEO_ENABLE_PHYSICS_PHYSX   0
 Enable the PhysX implementation of the physics simuation subsystem. Safe on non-Windows targets (will be automatically disabled). Requires NEO_ENABLE_PHYSICS.
#define NEO_ENABLE_RENDER_D3D8   0
 Enable the D3D8 render device. Safe on non-Windows targets (will be automatically disabled). Requires NEO_ENABLE_RENDER. If D3D9 renderer is enabled and not building devices as dynamic libraries, the D3D8 renderer will be disabled.


Define Documentation

#define NEO_ENABLE_THREAD_SAFE   0

If enabled, the engine will be built in a thread-safe fashion, making all methods reentrant. Will naturally decrease performance. Not fully implemented yet.

#define NEO_ENABLE_REFCOUNT_DEBUGGER   1

The reference count debugger adds functionality to keep track of where reference counted objects are constructed, making it easier to debug resource leaks. Usually a very small overhead as such resources are not usually constructed/destructed very often.

#define NEO_ENABLE_RESOURCE_DEBUGGER   1

The resource allocation debugger adds functionality to keep track of where resource objects are constructed, making it easier to debug resource leaks. Usually a very small overhead as such resources are not usually constructed/destructed very often.

#define NEO_ENABLE_SMARTPTR_DEBUGGER   0

The smart pointer debugger keeps track of smart pointers and which objects they reference, allowing queries for held references and stacktraces of where the references were constructed and making it easier to debug resource leak. Introduces a stack trace at each smart pointer construction, which can be a significant overhead.


Generated on Sat Feb 17 20:50:50 2007 for NeoEngine 2 - Evolution by  doxygen 1.5.1