BsCorePrerequisites.h 18 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #pragma once
  4. #include "BsPrerequisitesUtil.h"
  5. /** @addtogroup Layers
  6. * @{
  7. */
  8. /** @defgroup Core Core
  9. * Second lowest layer that provides core engine functionality and abstract interfaces for various systems.
  10. * @{
  11. */
  12. /** @defgroup Animation Animation
  13. * %Animation clips, skeletal and blend shape animation, animation playback, blending and other features.
  14. */
  15. /** @defgroup Application-Core Application
  16. * Entry point into the application and other general functionality.
  17. */
  18. /** @defgroup Audio Audio
  19. * %Audio clips, 3D sound and music reproduction.
  20. */
  21. /** @defgroup Components-Core Components
  22. * Built-in components (elements that may be attached to scene objects).
  23. */
  24. /** @defgroup CoreThread Core thread
  25. * Core objects and interaction with the core (rendering) thread.
  26. */
  27. /** @defgroup Importer Importer
  28. * Import of resources into engine friendly format.
  29. */
  30. /** @defgroup Input Input
  31. * %Input (mouse, keyboard, gamepad, etc.).
  32. */
  33. /** @defgroup Localization Localization
  34. * GUI localization.
  35. */
  36. /** @defgroup Material Material
  37. * Materials, shaders and related functionality.
  38. */
  39. /** @defgroup Physics Physics
  40. * %Physics system: colliders, triggers, rigidbodies, joints, scene queries, etc.
  41. */
  42. /** @defgroup Profiling Profiling
  43. * Measuring CPU and GPU execution times and memory usage.
  44. */
  45. /** @defgroup RenderAPI RenderAPI
  46. * Interface for interacting with the render API (DirectX, OpenGL, etc.).
  47. */
  48. /** @defgroup Renderer Renderer
  49. * Abstract interface and helper functionality for rendering scene objects.
  50. */
  51. /** @defgroup Resources Resources
  52. * Core resource types and resource management functionality (loading, saving, etc.).
  53. */
  54. /** @cond RTTI */
  55. /** @defgroup RTTI-Impl-Core RTTI types
  56. * RTTI implementations for classes within the core layer.
  57. */
  58. /** @endcond */
  59. /** @defgroup Scene Scene
  60. * Managing scene objects and their hierarchy.
  61. */
  62. /** @defgroup Text Text
  63. * Generating text geometry.
  64. */
  65. /** @defgroup Utility-Core Utility
  66. * Various utility methods and types used by the core layer.
  67. */
  68. /** @} */
  69. /** @} */
  70. /** @addtogroup Internals
  71. * @{
  72. */
  73. /** @defgroup Internal-Core Core
  74. * Second lowest layer that provides core engine functionality and abstract interfaces for various systems.
  75. * @{
  76. */
  77. /** @defgroup Animation-Internal Animation
  78. * Animation clips, skeletal and blend shape animation, animation playback, blending and other features.
  79. */
  80. /** @defgroup Audio-Internal Audio
  81. * Audio clips, 3D sound and music reproduction.
  82. */
  83. /** @defgroup CoreThread-Internal Core thread
  84. * Core objects and interaction with the core (rendering) thread.
  85. */
  86. /** @defgroup Importer-Internal Importer
  87. * Import of resources into engine friendly format.
  88. */
  89. /** @defgroup Input-Internal Input
  90. * Input (mouse, keyboard, gamepad, etc.).
  91. */
  92. /** @defgroup Localization-Internal Localization
  93. * GUI localization.
  94. */
  95. /** @defgroup Material-Internal Material
  96. * Materials, shaders and related functionality.
  97. */
  98. /** @defgroup Physics-Internal Physics
  99. * Physics system: colliders, triggers, rigidbodies, joints, scene queries, etc.
  100. */
  101. /** @defgroup Platform-Internal Platform
  102. * Interface for interacting with the platform (OS).
  103. */
  104. /** @defgroup Profiling-Internal Profiling
  105. * Measuring CPU and GPU execution times and memory usage.
  106. */
  107. /** @defgroup RenderAPI-Internal RenderAPI
  108. * Interface for interacting with the render API (DirectX, OpenGL, etc.).
  109. */
  110. /** @defgroup Renderer-Internal Renderer
  111. * Abstract interface and helper functionality for rendering scene objects.
  112. */
  113. /** @defgroup Resources-Internal Resources
  114. * Core resource types and resource management functionality (loading, saving, etc.).
  115. */
  116. /** @defgroup Scene-Internal Scene
  117. * Managing scene objects and their hierarchy.
  118. */
  119. /** @defgroup Text-Internal Text
  120. * Generating text geometry.
  121. */
  122. /** @defgroup Utility-Core-Internal Utility
  123. * Various utility methods and types used by the core layer.
  124. */
  125. /** @} */
  126. /** @} */
  127. /** Maximum number of color surfaces that can be attached to a multi render target. */
  128. #define BS_MAX_MULTIPLE_RENDER_TARGETS 8
  129. #define BS_FORCE_SINGLETHREADED_RENDERING 0
  130. /** Maximum number of individual GPU queues, per type. */
  131. #define BS_MAX_QUEUES_PER_TYPE 8
  132. /** Maximum number of hardware devices usable at once. */
  133. #define BS_MAX_DEVICES 5U
  134. /** Maximum number of devices one resource can exist at the same time. */
  135. #define BS_MAX_LINKED_DEVICES 4U
  136. // Windows Settings
  137. #if BS_PLATFORM == BS_PLATFORM_WIN32
  138. // If we're not including this from a client build, specify that the stuff
  139. // should get exported. Otherwise, import it.
  140. # if defined(BS_STATIC_LIB)
  141. // Linux compilers don't have symbol import/export directives.
  142. # define BS_CORE_EXPORT
  143. # else
  144. # if defined(BS_CORE_EXPORTS)
  145. # define BS_CORE_EXPORT __declspec( dllexport )
  146. # else
  147. # if defined( __MINGW32__ )
  148. # define BS_CORE_EXPORT
  149. # else
  150. # define BS_CORE_EXPORT __declspec( dllimport )
  151. # endif
  152. # endif
  153. # endif
  154. #endif
  155. // Linux/Apple Settings
  156. #if BS_PLATFORM == BS_PLATFORM_LINUX || BS_PLATFORM == BS_PLATFORM_OSX
  157. // Enable GCC symbol visibility
  158. # if defined( BS_GCC_VISIBILITY )
  159. # define BS_CORE_EXPORT __attribute__ ((visibility("default")))
  160. # define BS_HIDDEN __attribute__ ((visibility("hidden")))
  161. # else
  162. # define BS_CORE_EXPORT
  163. # define BS_HIDDEN
  164. # endif
  165. #endif
  166. #include "BsHString.h"
  167. namespace bs
  168. {
  169. static const StringID RenderAPIAny = "AnyRenderAPI";
  170. static const StringID RendererAny = "AnyRenderer";
  171. class Color;
  172. class GpuProgram;
  173. class GpuProgramManager;
  174. class IndexBuffer;
  175. class VertexBuffer;
  176. class GpuBuffer;
  177. class GpuProgramManager;
  178. class GpuProgramFactory;
  179. class IndexData;
  180. class Pass;
  181. class Technique;
  182. class Shader;
  183. class Material;
  184. class RenderAPICapabilities;
  185. class RenderTarget;
  186. class RenderTexture;
  187. class RenderWindow;
  188. class RenderTargetProperties;
  189. class SamplerState;
  190. class TextureManager;
  191. class Viewport;
  192. class VertexDeclaration;
  193. class Input;
  194. struct PointerEvent;
  195. class RawInputHandler;
  196. class RendererFactory;
  197. class AsyncOp;
  198. class HardwareBufferManager;
  199. class FontManager;
  200. class DepthStencilState;
  201. class RenderStateManager;
  202. class RasterizerState;
  203. class BlendState;
  204. class GpuParamBlock;
  205. class GpuParamBlockBuffer;
  206. class GpuParams;
  207. struct GpuParamDesc;
  208. struct GpuParamDataDesc;
  209. struct GpuParamObjectDesc;
  210. struct GpuParamBlockDesc;
  211. class ShaderInclude;
  212. class CoreObject;
  213. class ImportOptions;
  214. class TextureImportOptions;
  215. class FontImportOptions;
  216. class GpuProgramImportOptions;
  217. class MeshImportOptions;
  218. struct FontBitmap;
  219. class GameObject;
  220. class GpuResourceData;
  221. struct RenderOperation;
  222. class RenderQueue;
  223. struct ProfilerReport;
  224. class VertexDataDesc;
  225. class FrameAlloc;
  226. class FolderMonitor;
  227. class VideoMode;
  228. class VideoOutputInfo;
  229. class VideoModeInfo;
  230. struct SubMesh;
  231. class IResourceListener;
  232. class TextureProperties;
  233. class IShaderIncludeHandler;
  234. class Prefab;
  235. class PrefabDiff;
  236. class RendererMeshData;
  237. class Light;
  238. class Win32Window;
  239. class RenderAPIFactory;
  240. class PhysicsManager;
  241. class Physics;
  242. class FCollider;
  243. class Collider;
  244. class Rigidbody;
  245. class PhysicsMaterial;
  246. class BoxCollider;
  247. class SphereCollider;
  248. class PlaneCollider;
  249. class CapsuleCollider;
  250. class MeshCollider;
  251. class CCollider;
  252. class CRigidbody;
  253. class CBoxCollider;
  254. class CSphereCollider;
  255. class CPlaneCollider;
  256. class CCapsuleCollider;
  257. class CMeshCollider;
  258. class Joint;
  259. class FixedJoint;
  260. class DistanceJoint;
  261. class HingeJoint;
  262. class SphericalJoint;
  263. class SliderJoint;
  264. class D6Joint;
  265. class CharacterController;
  266. class CJoint;
  267. class CHingeJoint;
  268. class CDistanceJoint;
  269. class CFixedJoint;
  270. class CSphericalJoint;
  271. class CSliderJoint;
  272. class CD6Joint;
  273. class CCharacterController;
  274. class ShaderDefines;
  275. class ShaderImportOptions;
  276. class AudioListener;
  277. class AudioSource;
  278. class AudioClipImportOptions;
  279. class AnimationClip;
  280. class CCamera;
  281. class GpuPipelineParamInfo;
  282. class MaterialParams;
  283. template <class T> class TAnimationCurve;
  284. struct AnimationCurves;
  285. class Skeleton;
  286. class Animation;
  287. class GpuParamsSet;
  288. class Camera;
  289. class MorphShapes;
  290. class MorphShape;
  291. class MorphChannel;
  292. class GraphicsPipelineState;
  293. class ComputePipelineState;
  294. // Asset import
  295. class SpecificImporter;
  296. class Importer;
  297. // Resources
  298. class Resource;
  299. class Resources;
  300. class ResourceManifest;
  301. class Texture;
  302. class Mesh;
  303. class MeshBase;
  304. class TransientMesh;
  305. class MeshHeap;
  306. class Font;
  307. class ResourceMetaData;
  308. class OSDropTarget;
  309. class StringTable;
  310. class PhysicsMaterial;
  311. class PhysicsMesh;
  312. class AudioClip;
  313. class CoreObjectManager;
  314. struct CollisionData;
  315. // Scene
  316. class SceneObject;
  317. class Component;
  318. class SceneManager;
  319. // RTTI
  320. class MeshRTTI;
  321. // Desc structs
  322. struct SAMPLER_STATE_DESC;
  323. struct DEPTH_STENCIL_STATE_DESC;
  324. struct RASTERIZER_STATE_DESC;
  325. struct BLEND_STATE_DESC;
  326. struct RENDER_TARGET_BLEND_STATE_DESC;
  327. struct RENDER_TEXTURE_DESC;
  328. struct RENDER_WINDOW_DESC;
  329. struct FONT_DESC;
  330. struct CHAR_CONTROLLER_DESC;
  331. struct JOINT_DESC;
  332. struct FIXED_JOINT_DESC;
  333. struct DISTANCE_JOINT_DESC;
  334. struct HINGE_JOINT_DESC;
  335. struct SLIDER_JOINT_DESC;
  336. struct SPHERICAL_JOINT_DESC;
  337. struct D6_JOINT_DESC;
  338. struct AUDIO_CLIP_DESC;
  339. template<class T>
  340. class TCoreThreadQueue;
  341. class CommandQueueNoSync;
  342. class CommandQueueSync;
  343. namespace ct
  344. {
  345. class CoreRenderer;
  346. class VertexData;
  347. class SamplerState;
  348. class IndexBuffer;
  349. class VertexBuffer;
  350. class RenderAPI;
  351. class RenderTarget;
  352. class RenderTexture;
  353. class RenderWindow;
  354. class DepthStencilState;
  355. class RasterizerState;
  356. class BlendState;
  357. class CoreObject;
  358. class Camera;
  359. class MeshBase;
  360. class Mesh;
  361. class TransientMesh;
  362. class Texture;
  363. class MeshHeap;
  364. class VertexDeclaration;
  365. class GpuBuffer;
  366. class GpuParamBlockBuffer;
  367. class GpuParams;
  368. class Shader;
  369. class Viewport;
  370. class Pass;
  371. class GpuParamsSet;
  372. class Technique;
  373. class Material;
  374. class GpuProgram;
  375. class Light;
  376. class ComputePipelineState;
  377. class GraphicsPipelineState;
  378. class Camera;
  379. class GpuParamsSet;
  380. class MaterialParams;
  381. class GpuPipelineParamInfo;
  382. class CommandBuffer;
  383. class EventQuery;
  384. class TimerQuery;
  385. class OcclusionQuery;
  386. class TextureView;
  387. class RenderableElement;
  388. class RenderWindowManager;
  389. class RenderStateManager;
  390. class HardwareBufferManager;
  391. }
  392. }
  393. /************************************************************************/
  394. /* Typedefs */
  395. /************************************************************************/
  396. namespace bs
  397. {
  398. typedef TCoreThreadQueue<CommandQueueNoSync> CoreThreadQueue;
  399. }
  400. /************************************************************************/
  401. /* RTTI */
  402. /************************************************************************/
  403. namespace bs
  404. {
  405. enum TypeID_Core
  406. {
  407. TID_Texture = 1001,
  408. TID_Mesh = 1002,
  409. TID_MeshData = 1003,
  410. TID_VertexDeclaration = 1004,
  411. TID_VertexElementData = 1005,
  412. TID_Component = 1006,
  413. TID_ResourceHandle = 1009,
  414. TID_GpuProgram = 1010,
  415. TID_ResourceHandleData = 1011,
  416. TID_CgProgram = 1012,
  417. TID_Pass = 1014,
  418. TID_Technique = 1015,
  419. TID_Shader = 1016,
  420. TID_Material = 1017,
  421. TID_SamplerState = 1021,
  422. TID_BlendState = 1023,
  423. TID_RasterizerState = 1024,
  424. TID_DepthStencilState = 1025,
  425. TID_BLEND_STATE_DESC = 1034,
  426. TID_SHADER_DATA_PARAM_DESC = 1035,
  427. TID_SHADER_OBJECT_PARAM_DESC = 1036,
  428. TID_SHADER_PARAM_BLOCK_DESC = 1047,
  429. TID_ImportOptions = 1048,
  430. TID_Font = 1051,
  431. TID_FONT_DESC = 1052,
  432. TID_CHAR_DESC = 1053,
  433. TID_FontImportOptions = 1056,
  434. TID_FontBitmap = 1057,
  435. TID_SceneObject = 1059,
  436. TID_GameObject = 1060,
  437. TID_PixelData = 1062,
  438. TID_GpuResourceData = 1063,
  439. TID_VertexDataDesc = 1064,
  440. TID_MeshBase = 1065,
  441. TID_GameObjectHandleBase = 1066,
  442. TID_ResourceManifest = 1067,
  443. TID_ResourceManifestEntry = 1068,
  444. TID_EmulatedParamBlock = 1069,
  445. TID_TextureImportOptions = 1070,
  446. TID_ResourceMetaData = 1071,
  447. TID_ShaderInclude = 1072,
  448. TID_Viewport = 1073,
  449. TID_ResourceDependencies = 1074,
  450. TID_ShaderMetaData = 1075,
  451. TID_MeshImportOptions = 1076,
  452. TID_Prefab = 1077,
  453. TID_PrefabDiff = 1078,
  454. TID_PrefabObjectDiff = 1079,
  455. TID_PrefabComponentDiff = 1080,
  456. TID_CGUIWidget = 1081,
  457. TID_ProfilerOverlay = 1082,
  458. TID_StringTable = 1083,
  459. TID_LanguageData = 1084,
  460. TID_LocalizedStringData = 1085,
  461. TID_MaterialParamColor = 1086,
  462. TID_WeakResourceHandle = 1087,
  463. TID_TextureParamData = 1088,
  464. TID_StructParamData = 1089,
  465. TID_MaterialParams = 1090,
  466. TID_MaterialRTTIParam = 1091,
  467. TID_PhysicsMaterial = 1092,
  468. TID_CCollider = 1093,
  469. TID_CBoxCollider = 1094,
  470. TID_CSphereCollider = 1095,
  471. TID_CCapsuleCollider = 1096,
  472. TID_CPlaneCollider = 1097,
  473. TID_CRigidbody = 1098,
  474. TID_PhysicsMesh = 1099,
  475. TID_CMeshCollider = 1100,
  476. TID_CJoint = 1101,
  477. TID_CFixedJoint = 1102,
  478. TID_CDistanceJoint = 1103,
  479. TID_CHingeJoint = 1104,
  480. TID_CSphericalJoint = 1105,
  481. TID_CSliderJoint = 1106,
  482. TID_CD6Joint = 1107,
  483. TID_CCharacterController = 1108,
  484. TID_FPhysicsMesh = 1109,
  485. TID_ShaderImportOptions = 1110,
  486. TID_AudioClip = 1111,
  487. TID_AudioClipImportOptions = 1112,
  488. TID_CAudioListener = 1113,
  489. TID_CAudioSource = 1114,
  490. TID_AnimationClip = 1115,
  491. TID_AnimationCurve = 1116,
  492. TID_KeyFrame = 1117,
  493. TID_NamedAnimationCurve = 1118,
  494. TID_Skeleton = 1119,
  495. TID_SkeletonBoneInfo = 1120,
  496. TID_AnimationSplitInfo = 1121,
  497. TID_CAnimation = 1122,
  498. TID_AnimationEvent = 1123,
  499. TID_ImportedAnimationEvents = 1124,
  500. TID_CBone = 1125,
  501. TID_MaterialParamData = 1126,
  502. TID_PostProcessSettings = 1127,
  503. TID_MorphShape = 1128,
  504. TID_MorphShapes = 1129,
  505. TID_MorphChannel = 1130,
  506. // Moved from Engine layer
  507. TID_CCamera = 30000,
  508. TID_Camera = 30003,
  509. };
  510. }
  511. /************************************************************************/
  512. /* Resource references */
  513. /************************************************************************/
  514. #include "BsResourceHandle.h"
  515. namespace bs
  516. {
  517. /** @addtogroup Resources
  518. * @{
  519. */
  520. typedef ResourceHandle<Resource> HResource;
  521. typedef ResourceHandle<Texture> HTexture;
  522. typedef ResourceHandle<Mesh> HMesh;
  523. typedef ResourceHandle<Material> HMaterial;
  524. typedef ResourceHandle<ShaderInclude> HShaderInclude;
  525. typedef ResourceHandle<Font> HFont;
  526. typedef ResourceHandle<Shader> HShader;
  527. typedef ResourceHandle<Prefab> HPrefab;
  528. typedef ResourceHandle<StringTable> HStringTable;
  529. typedef ResourceHandle<PhysicsMaterial> HPhysicsMaterial;
  530. typedef ResourceHandle<PhysicsMesh> HPhysicsMesh;
  531. typedef ResourceHandle<AudioClip> HAudioClip;
  532. typedef ResourceHandle<AnimationClip> HAnimationClip;
  533. /** @} */
  534. }
  535. #include "BsGameObjectHandle.h"
  536. namespace bs
  537. {
  538. /** @addtogroup Scene
  539. * @{
  540. */
  541. // Game object handles
  542. typedef GameObjectHandle<GameObject> HGameObject;
  543. typedef GameObjectHandle<SceneObject> HSceneObject;
  544. typedef GameObjectHandle<Component> HComponent;
  545. typedef GameObjectHandle<CCamera> HCamera;
  546. typedef GameObjectHandle<CRigidbody> HRigidbody;
  547. typedef GameObjectHandle<CCollider> HCollider;
  548. typedef GameObjectHandle<CBoxCollider> HBoxCollider;
  549. typedef GameObjectHandle<CSphereCollider> HSphereCollider;
  550. typedef GameObjectHandle<CCapsuleCollider> HCapsuleCollider;
  551. typedef GameObjectHandle<CPlaneCollider> HPlaneCollider;
  552. typedef GameObjectHandle<CJoint> HJoint;
  553. typedef GameObjectHandle<CHingeJoint> HHingeJoint;
  554. typedef GameObjectHandle<CSliderJoint> HSliderJoint;
  555. typedef GameObjectHandle<CDistanceJoint> HDistanceJoint;
  556. typedef GameObjectHandle<CSphericalJoint> HSphericalJoint;
  557. typedef GameObjectHandle<CFixedJoint> HFixedJoint;
  558. typedef GameObjectHandle<CD6Joint> HD6Joint;
  559. typedef GameObjectHandle<CCharacterController> HCharacterController;
  560. /** @} */
  561. }
  562. namespace bs
  563. {
  564. /**
  565. * Defers function execution until the next frame. If this function is called within another deferred call, then it will
  566. * be executed the same frame, but only after all existing deferred calls are done.
  567. *
  568. * @note
  569. * This method can be used for breaking dependencies among other things. If a class A depends on class B having
  570. * something done, but class B also depends in some way on class A, you can break up the initialization into two
  571. * separate steps, queuing the second step using this method.
  572. * @note
  573. * Similar situation can happen if you have multiple classes being initialized in an undefined order but some of them
  574. * depend on others. Using this method you can defer the dependent step until next frame, which will ensure everything
  575. * was initialized.
  576. *
  577. * @param[in] callback The callback.
  578. */
  579. void BS_CORE_EXPORT deferredCall(std::function<void()> callback);
  580. // Special types for use by profilers
  581. typedef std::basic_string<char, std::char_traits<char>, StdAlloc<char, ProfilerAlloc>> ProfilerString;
  582. template <typename T, typename A = StdAlloc<T, ProfilerAlloc>>
  583. using ProfilerVector = std::vector<T, A>;
  584. template <typename T, typename A = StdAlloc<T, ProfilerAlloc>>
  585. using ProfilerStack = std::stack<T, std::deque<T, A>>;
  586. /** Banshee thread policy that performs special startup/shutdown on threads managed by thread pool. */
  587. class BS_CORE_EXPORT ThreadBansheePolicy
  588. {
  589. public:
  590. static void onThreadStarted(const String& name)
  591. {
  592. MemStack::beginThread();
  593. }
  594. static void onThreadEnded(const String& name)
  595. {
  596. MemStack::endThread();
  597. }
  598. };
  599. #define BS_ALL_LAYERS 0xFFFFFFFFFFFFFFFF
  600. }
  601. #include "BsCommonTypes.h"