/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. // Description : Common definitions for Entity Pool #ifndef CRYINCLUDE_CRYENTITYSYSTEM_ENTITYPOOLCOMMON_H #define CRYINCLUDE_CRYENTITYSYSTEM_ENTITYPOOLCOMMON_H #pragma once // Include debugging info about pools in build. #ifndef _RELEASE #define ENTITY_POOL_DEBUGGING #endif //_RELEASE // Perform signature tests on Entity classes included in Pool definitions. // This is a saftey check to make sure Pool definitions are properly defined. #if defined(ENTITY_POOL_DEBUGGING) && (defined(WIN32) || defined(WIN64)) #define ENTITY_POOL_SIGNATURE_TESTING #endif //_RELEASE typedef uint32 TEntityPoolId; static const TEntityPoolId INVALID_ENTITY_POOL = ~0; typedef uint32 TEntityPoolDefinitionId; static const TEntityPoolDefinitionId INVALID_ENTITY_POOL_DEFINITION = ~0; class CEntityPool; class CEntityPoolDefinition; class CEntityPoolManager; #endif // CRYINCLUDE_CRYENTITYSYSTEM_ENTITYPOOLCOMMON_H