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Drop unused stuff from IrrCompileConfig
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@ -132,43 +132,6 @@
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//! Maximum number of texture an SMaterial can have, up to 8 are supported by Irrlicht.
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#define _IRR_MATERIAL_MAX_TEXTURES_ 4
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//! Add a leak-hunter to Irrlicht which helps finding unreleased reference counted objects.
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//! NOTE: This is slow and should only be used for debugging
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//#define _IRR_COMPILE_WITH_LEAK_HUNTER_
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#ifdef NO_IRR_COMPILE_WITH_LEAK_HUNTER_
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#undef _IRR_COMPILE_WITH_LEAK_HUNTER_
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#endif
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//! Enable profiling information in the engine
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/** NOTE: The profiler itself always exists and can be used by applications.
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This define is about the engine creating profile data
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while it runs and enabling it will slow down the engine. */
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//#define _IRR_COMPILE_WITH_PROFILING_
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#ifdef NO_IRR_COMPILE_WITH_PROFILING_
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#undef _IRR_COMPILE_WITH_PROFILING_
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#endif
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//! Define _IRR_COMPILE_WITH_DIRECT3D_9_ to compile the Irrlicht engine with DIRECT3D9.
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/** If you only want to use the software device or opengl you can disable those defines.
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This switch is mostly disabled because people do not get the g++ compiler compile
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directX header files, and directX is only available on Windows platforms. If you
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are using Dev-Cpp, and want to compile this using a DX dev pack, you can define
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_IRR_COMPILE_WITH_DX9_DEV_PACK_. So you simply need to add something like this
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to the compiler settings: -DIRR_COMPILE_WITH_DX9_DEV_PACK
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and this to the linker settings: -ld3dx9
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*/
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#if defined(_IRR_WINDOWS_API_) && defined(IRR_COMPILE_WITH_DX9_DEV_PACK)
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//! Define _IRR_COMPILE_WITH_DIRECTINPUT_JOYSTICK_ if you want to use DirectInput for joystick handling.
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/** This only applies to Windows devices, currently only supported under Win32 device.
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If not defined, Windows Multimedia library is used, which offers also broad support for joystick devices. */
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#define _IRR_COMPILE_WITH_DIRECTINPUT_JOYSTICK_
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#ifdef NO_IRR_COMPILE_WITH_DIRECTINPUT_JOYSTICK_
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#undef _IRR_COMPILE_WITH_DIRECTINPUT_JOYSTICK_
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#endif
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#endif
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//! Define _IRR_COMPILE_WITH_OPENGL_ to compile the Irrlicht engine with OpenGL.
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/** If you do not wish the engine to be compiled with OpenGL, comment this
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define out. */
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@ -289,123 +252,11 @@ define out. */
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#endif
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//! Define _IRR_COMPILE_WITH_GUI_ to compile the engine with the built-in GUI
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/** Disable this if you are using an external library to draw the GUI. If you disable this then
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you will not be able to use anything provided by the GUI Environment, including loading fonts. */
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#define _IRR_COMPILE_WITH_GUI_
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#ifdef NO_IRR_COMPILE_WITH_GUI_
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#undef _IRR_COMPILE_WITH_GUI_
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#if defined(_IRR_SOLARIS_PLATFORM_)
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#undef _IRR_COMPILE_WITH_JOYSTICK_EVENTS_
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#endif
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//! Define _IRR_COMPILE_WITH_LIBJPEG_ to enable compiling the engine using libjpeg.
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/** This enables the engine to read jpeg images. If you comment this out,
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the engine will no longer read .jpeg images. */
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#define _IRR_COMPILE_WITH_LIBJPEG_
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#ifdef NO_IRR_COMPILE_WITH_LIBJPEG_
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#undef _IRR_COMPILE_WITH_LIBJPEG_
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#endif
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//! Define _IRR_COMPILE_WITH_LIBPNG_ to enable compiling the engine using libpng.
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/** This enables the engine to read png images. If you comment this out,
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the engine will no longer read .png images. */
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#define _IRR_COMPILE_WITH_LIBPNG_
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#ifdef NO_IRR_COMPILE_WITH_LIBPNG_
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#undef _IRR_COMPILE_WITH_LIBPNG_
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#endif
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//! Uncomment the following line if you want to ignore the deprecated warnings
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//#define IGNORE_DEPRECATED_WARNING
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//! Define _IRR_COMPILE_WITH_BILLBOARD_SCENENODE_ to support BillboardSceneNodes
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#define _IRR_COMPILE_WITH_BILLBOARD_SCENENODE_
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#ifdef NO_IRR_COMPILE_WITH_BILLBOARD_SCENENODE_
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#undef _IRR_COMPILE_WITH_BILLBOARD_SCENENODE_
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#endif
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//! Define _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_ if you want to use bone based
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/** animated meshes. If you compile without this, you will be unable to load
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B3D, MS3D or X meshes */
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#define _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
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#ifdef NO_IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
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#undef _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
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#endif
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#ifdef _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
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//! Define _IRR_COMPILE_WITH_B3D_LOADER_ if you want to use Blitz3D files
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#define _IRR_COMPILE_WITH_B3D_LOADER_
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#ifdef NO_IRR_COMPILE_WITH_B3D_LOADER_
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#undef _IRR_COMPILE_WITH_B3D_LOADER_
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#endif
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//! Define _IRR_COMPILE_WITH_X_LOADER_ if you want to use Microsoft X files
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#define _IRR_COMPILE_WITH_X_LOADER_
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#ifdef NO_IRR_COMPILE_WITH_X_LOADER_
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#undef _IRR_COMPILE_WITH_X_LOADER_
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#endif
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#endif // _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
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//! Define _IRR_COMPILE_WITH_OBJ_LOADER_ if you want to load Wavefront OBJ files
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#define _IRR_COMPILE_WITH_OBJ_LOADER_
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#ifdef NO_IRR_COMPILE_WITH_OBJ_LOADER_
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#undef _IRR_COMPILE_WITH_OBJ_LOADER_
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#endif
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//! Define _IRR_COMPILE_WITH_BMP_LOADER_ if you want to load .bmp files
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//! Disabling this loader will also disable the built-in font
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#define _IRR_COMPILE_WITH_BMP_LOADER_
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#ifdef NO_IRR_COMPILE_WITH_BMP_LOADER_
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#undef _IRR_COMPILE_WITH_BMP_LOADER_
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#endif
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//! Define _IRR_COMPILE_WITH_JPG_LOADER_ if you want to load .jpg files
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#define _IRR_COMPILE_WITH_JPG_LOADER_
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#ifdef NO_IRR_COMPILE_WITH_JPG_LOADER_
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#undef _IRR_COMPILE_WITH_JPG_LOADER_
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#endif
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//! Define _IRR_COMPILE_WITH_PNG_LOADER_ if you want to load .png files
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#define _IRR_COMPILE_WITH_PNG_LOADER_
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#ifdef NO_IRR_COMPILE_WITH_PNG_LOADER_
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#undef _IRR_COMPILE_WITH_PNG_LOADER_
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#endif
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//! Define _IRR_COMPILE_WITH_TGA_LOADER_ if you want to load .tga files
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#define _IRR_COMPILE_WITH_TGA_LOADER_
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#ifdef NO_IRR_COMPILE_WITH_TGA_LOADER_
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#undef _IRR_COMPILE_WITH_TGA_LOADER_
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#endif
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//! Define _IRR_COMPILE_WITH_JPG_WRITER_ if you want to write .jpg files
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#define _IRR_COMPILE_WITH_JPG_WRITER_
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#ifdef NO_IRR_COMPILE_WITH_JPG_WRITER_
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#undef _IRR_COMPILE_WITH_JPG_WRITER_
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#endif
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//! Define _IRR_COMPILE_WITH_PNG_WRITER_ if you want to write .png files
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#define _IRR_COMPILE_WITH_PNG_WRITER_
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#ifdef NO_IRR_COMPILE_WITH_PNG_WRITER_
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#undef _IRR_COMPILE_WITH_PNG_WRITER_
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#endif
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//! Define __IRR_COMPILE_WITH_ZIP_ARCHIVE_LOADER_ if you want to open ZIP and GZIP archives
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/** ZIP reading has several more options below to configure. */
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#define __IRR_COMPILE_WITH_ZIP_ARCHIVE_LOADER_
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#ifdef NO__IRR_COMPILE_WITH_ZIP_ARCHIVE_LOADER_
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#undef __IRR_COMPILE_WITH_ZIP_ARCHIVE_LOADER_
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#endif
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#ifdef __IRR_COMPILE_WITH_ZIP_ARCHIVE_LOADER_
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//! Define _IRR_COMPILE_WITH_ZLIB_ to enable compiling the engine using zlib.
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/** This enables the engine to read from compressed .zip archives. If you
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disable this feature, the engine can still read archives, but only uncompressed
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ones. */
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#define _IRR_COMPILE_WITH_ZLIB_
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#ifdef NO_IRR_COMPILE_WITH_ZLIB_
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#undef _IRR_COMPILE_WITH_ZLIB_
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#endif
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#endif
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//! Define __IRR_COMPILE_WITH_MOUNT_ARCHIVE_LOADER_ if you want to mount folders as archives
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#define __IRR_COMPILE_WITH_MOUNT_ARCHIVE_LOADER_
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#ifdef NO__IRR_COMPILE_WITH_MOUNT_ARCHIVE_LOADER_
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#undef __IRR_COMPILE_WITH_MOUNT_ARCHIVE_LOADER_
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#endif
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// Some cleanup and standard stuff
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#ifdef _IRR_WINDOWS_API_
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@ -441,19 +292,25 @@ ones. */
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#endif // _IRR_WINDOWS_API_
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#if defined(_IRR_SOLARIS_PLATFORM_)
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#undef _IRR_COMPILE_WITH_JOYSTICK_EVENTS_
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#endif
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//! Define __IRR_HAS_S64 if the irr::s64 type should be enable (needs long long, available on most platforms, but not part of ISO C++ 98)
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#define _IRR_COMPILE_WITH_GUI_
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#define _IRR_COMPILE_WITH_LIBJPEG_
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#define _IRR_COMPILE_WITH_LIBPNG_
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#define _IRR_COMPILE_WITH_BILLBOARD_SCENENODE_
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#define _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
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#define _IRR_COMPILE_WITH_B3D_LOADER_
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#define _IRR_COMPILE_WITH_X_LOADER_
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#define _IRR_COMPILE_WITH_OBJ_LOADER_
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#define _IRR_COMPILE_WITH_BMP_LOADER_
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#define _IRR_COMPILE_WITH_JPG_LOADER_
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#define _IRR_COMPILE_WITH_PNG_LOADER_
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#define _IRR_COMPILE_WITH_TGA_LOADER_
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#define _IRR_COMPILE_WITH_JPG_WRITER_
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#define _IRR_COMPILE_WITH_PNG_WRITER_
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#define __IRR_COMPILE_WITH_ZIP_ARCHIVE_LOADER_
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#define _IRR_COMPILE_WITH_ZLIB_
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#define __IRR_HAS_S64
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#ifdef NO__IRR_HAS_S64
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#undef __IRR_HAS_S64
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#endif
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#ifndef __has_feature
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#define __has_feature(x) 0 // Compatibility with non-clang compilers.
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#endif
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#ifdef _DEBUG
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//! A few attributes are written in CSceneManager when _IRR_SCENEMANAGER_DEBUG is enabled
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@ -470,4 +327,3 @@ ones. */
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#endif
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#endif // __IRR_COMPILE_CONFIG_H_INCLUDED__
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