/***************************************************************************** * FILE: ProductSDKVer.h * DESCRIPTION: Defines symbols for changing the SDK ver per product * CREATED BY: Michael Russo * HISTORY: * - 2003.oct.14 - AS - Pulled them out in their own file ****************************************************************************** * Copyright (c) 2003 Autodesk, All Rights Reserved. ******************************************************************************/ #ifndef _PRODUCT_SDK_VER_H_ #define _PRODUCT_SDK_VER_H_ #include "buildver.h" #ifdef USE_PRODUCT_SDK_VER // Do not change SDK_ORDER_VER or SDK_RESERVED_VER without notifying the build team. #if defined(RENDER_VER) // Viz Render #define SDK_ORDER_VER 3 #define SDK_RESERVED_VER 1 #elif defined(GAME_VER) // GMax Dev #define SDK_ORDER_VER 1 #define SDK_RESERVED_VER 1 #elif defined(WEBVERSION) // Plasma #define SDK_ORDER_VER 1 #define SDK_RESERVED_VER 3 #else // Max, Viz #error "USE_PRODUCT_SDK_VER should be off for this product!" #endif // Product #define SDK_BASE_METHOD(a,b) virtual void sdkReservedMethod##a##b (void){return;} #if (SDK_RESERVED_VER > 2) #define SDK_RESERVED_METHOD(a) \ SDK_BASE_METHOD(a,1); \ SDK_BASE_METHOD(a,2); \ SDK_BASE_METHOD(a,3); #elif (SDK_RESERVED_VER > 1) #define SDK_RESERVED_METHOD(a) \ SDK_BASE_METHOD(a,1); \ SDK_BASE_METHOD(a,2); #elif (SDK_RESERVED_VER > 0) #define SDK_RESERVED_METHOD(a) \ SDK_BASE_METHOD(a,1); #else #define SDK_RESERVED_METHOD(a) #endif #else // USE_PRODUCT_SDK_VER #define SDK_RESERVED_METHOD(a) #define SDK_ORDER_VER 0 #endif // USE_PRODUCT_SDK_VER #endif // _PRODUCT_SDK_VER_H_