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