#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 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.
1.5.1