visual_server_constants.h 3.4 KB

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  1. /**************************************************************************/
  2. /* visual_server_constants.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
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  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #ifndef VISUAL_SERVER_CONSTANTS_H
  31. #define VISUAL_SERVER_CONSTANTS_H
  32. // Use for constants etc that need not be included as often as VisualServer.h
  33. // to reduce dependencies and prevent slow compilation.
  34. // This is a "cheap" include, and can be used from scene side code as well as servers.
  35. // Uncomment to provide comparison of node culling versus item culling
  36. // #define VISUAL_SERVER_CANVAS_TIME_NODE_CULLING
  37. // N.B. ONLY allow these defined in DEV_ENABLED builds, they will slow
  38. // performance, and are only necessary to use for debugging.
  39. #ifdef DEV_ENABLED
  40. // Uncomment this define to store canvas item names in VisualServerCanvas.
  41. // This is relatively expensive, but is invaluable for debugging the canvas scene tree
  42. // especially using _print_tree() in VisualServerCanvas.
  43. // #define VISUAL_SERVER_CANVAS_DEBUG_ITEM_NAMES
  44. // Uncomment this define to verify local bounds of canvas items,
  45. // to check that the hierarchical culling is working correctly.
  46. // This is expensive.
  47. // #define VISUAL_SERVER_CANVAS_CHECK_BOUNDS
  48. // Uncomment this define to produce debugging output for physics interpolation.
  49. // #define VISUAL_SERVER_DEBUG_PHYSICS_INTERPOLATION
  50. #endif // DEV_ENABLED
  51. #endif // VISUAL_SERVER_CONSTANTS_H