godot/servers/visual/visual_server_constants.h

59 lines
3.2 KiB
C++

/**************************************************************************/
/* 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. */
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/**************************************************************************/
#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
#endif // DEV_ENABLED
#endif // VISUAL_SERVER_CONSTANTS_H