2022-11-09 16:53:23 +01:00
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/**************************************************************************/
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/* visual_server_constants.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in 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, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef VISUAL_SERVER_CONSTANTS_H
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#define VISUAL_SERVER_CONSTANTS_H
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// Use for constants etc that need not be included as often as VisualServer.h
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// to reduce dependencies and prevent slow compilation.
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// This is a "cheap" include, and can be used from scene side code as well as servers.
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// Uncomment to provide comparison of node culling versus item culling
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// #define VISUAL_SERVER_CANVAS_TIME_NODE_CULLING
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// N.B. ONLY allow these defined in DEV_ENABLED builds, they will slow
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// performance, and are only necessary to use for debugging.
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#ifdef DEV_ENABLED
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// Uncomment this define to store canvas item names in VisualServerCanvas.
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// This is relatively expensive, but is invaluable for debugging the canvas scene tree
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// especially using _print_tree() in VisualServerCanvas.
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// #define VISUAL_SERVER_CANVAS_DEBUG_ITEM_NAMES
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// Uncomment this define to verify local bounds of canvas items,
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// to check that the hierarchical culling is working correctly.
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// This is expensive.
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// #define VISUAL_SERVER_CANVAS_CHECK_BOUNDS
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2024-06-05 08:45:03 +02:00
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// Uncomment this define to produce debugging output for physics interpolation.
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// #define VISUAL_SERVER_DEBUG_PHYSICS_INTERPOLATION
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2022-11-09 16:53:23 +01:00
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#endif // DEV_ENABLED
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#endif // VISUAL_SERVER_CONSTANTS_H
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