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- /*************************************************************************************
- #
- # CONDITIONALS
- #
- # There are a number of conditionals used to control exactly how the game will actually
- # run, along with debugging constraints.
- #
- #
- # qDebugging -- Whether or not additional debugging code should be inserted. With this
- # turned on, most errors will DebugStr almost immediately and return errors as the error
- # propagates up the calling chain. This is slower, but if you've found a weird bug,
- # this is the fastest way to replicate it.
- #
- # qSyncTiming -- When this is on, we always try to sync the frame rate to 30 frames per
- # second, skipping frames if necessary to try to keep this appearance on the screen. If
- # this is turned off, we'll process frames as fast as we can, without attempting to sync
- # to a specific timing value.
- #
- # qUsePageFlip -- If this is turned on, we'll attempt to set up a draw context that allows
- # page flipping. If this is off, we'll always use double buffering.
- #
- # qSyncToDrawVBL -- if this is turned on, we'll attempt to sync to draw sprocket's VBL.
- # If this is off, we'll get some tearing, but we don't wait for draw sprocket.
- #
- # qShotsHaveRange -- if this is on, shows will eventually fade and disappear. If this is
- # off, shots last forever.
- #
- qShowTiming -- if this is on, we'll display our frame rate estimate and the number of
- # shots on the board in the lower left corner.
- #
- qUsingSound -- If this is off, all of the sound code is dead stripped.
- #
- *************************************************************************************/
-
- #ifndef __APPCONDITIONALS__
- #define __APPCONDITIONALS__
-
- #define qDebugging 0
- #define qSyncTiming 0
- #define qUsePageFlip 0
- #define qSyncToDrawVBL 0
- #define qShotsHaveRange 0
- #define qShowTiming 1
- #define qUsingSound 0
-
- #endif