#include <GameMemory.h>
Inherited by AIGroup, AIPlayer, AISideBuildList, AISideInfo, Anim2D, Anim2DTemplate, AnimateWindow, AttackPriorityInfo, AudioEventInfo, AudioRequest, BattlePlanBonuses, BodyParticleSystem, Bridge, Bucket, BuildListInfo, Campaign, Condition, Connection, DisplayString, DrawableIconInfo, DrawableLocoInfo, DynamicAudioEventRTS, EnumeratedIP, EvaCheckInfo, ExperienceTracker, FXNugget, File, FloatingTextData, FrameDataManager, GameFont, GameMessage, GameMessageArgument, GameMessageParser, GameMessageParserArgumentType, GameWindow, Image, InputChunk, KindOfPercentProductionChange, Locomotor, MapObject, Mapping, MetaMapRec, Mission, ModalWindow, Module, MusicTrack, NamedTimerInfo, NetCommandList, NetCommandMsg, NetCommandRef, NetCommandWrapperList, NetCommandWrapperListNode, NetPacket, ObjectCreationNugget, ObjectIterator, ObjectSellInfo, ObjectTracker, ObjectTypes, OrCondition, OutputChunk, Overridable, Parameter, Particle, ParticleSystem, ParticleSystemTemplate, PartitionContactListNode, PartitionData, Path, PathNode, PlayerRelationMap, PolygonTrigger, PopupMessageData, ProductionEntry, RadarObject, ResourceGatheringManager, Script, ScriptAction, ScriptGroup, ScriptList, SequentialScript, SightingInfo, Squad, State, StateMachine, SuperweaponInfo, Team, TeamInQueue, TeamPrototype, TeamRelationMap, Template, TerrainRoadType, TerrainType, Thing, TintEnvelope, TransportStatus, TunnelTracker, TurretAI, TurretAIData, Upgrade, UpgradeTemplate, User, UserParser, W3DPrototypeClass, Waypoint, Weapon, WeaponBonusSet, WeaponTemplate, WebBrowserURL, WindowLayout, WorkOrder, and XferBlockData.
This class is provided as a simple and safe way to integrate C++ object allocation into MemoryPool usage. To use it, you must have your class inherit from MemoryPoolObject, then put the macro MEMORY_POOL_GLUE(MyClassName, "MyPoolName") at the start of your class definition. (This does not create the pool itself – you must create that manually using MemoryPoolFactory::createMemoryPool)
Definition at line 713 of file GameMemory.h.
◆ ~MemoryPoolObject()
| virtual MemoryPoolObject::~MemoryPoolObject |
( |
| ) |
|
|
inlineprotectedvirtual |
ensure that all destructors are virtual
Definition at line 718 of file GameMemory.h.
◆ deleteInstance()
| void MemoryPoolObject::deleteInstance |
( |
| ) |
|
|
inline |
◆ getObjectMemoryPool()
| virtual MemoryPool * MemoryPoolObject::getObjectMemoryPool |
( |
| ) |
|
|
protectedpure virtual |
◆ operator delete()
| void MemoryPoolObject::operator delete |
( |
void * | p | ) |
|
|
inlineprotected |
◆ operator new()
| void * MemoryPoolObject::operator new |
( |
size_t | s | ) |
|
|
inlineprotected |
The documentation for this class was generated from the following file: