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+/////////////////////////////////////////////////////////////////////////////
+// Copyright (c) Electronic Arts Inc. All rights reserved.
+/////////////////////////////////////////////////////////////////////////////
+
+
+#include <EASTL/internal/config.h>
+#include <EASTL/allocator.h>
+
+
+///////////////////////////////////////////////////////////////////////////////
+// ReadMe
+//
+// This file implements the default application allocator.
+// You can replace this allocator.cpp file with a different one,
+// you can define EASTL_USER_DEFINED_ALLOCATOR below to ignore this file,
+// or you can modify the EASTL config.h file to redefine how allocators work.
+///////////////////////////////////////////////////////////////////////////////
+
+
+#ifndef EASTL_USER_DEFINED_ALLOCATOR // If the user hasn't declared that he has defined an allocator implementation elsewhere...
+
+ namespace eastl
+ {
+
+ /// gDefaultAllocator
+ /// Default global allocator instance.
+ EASTL_API allocator gDefaultAllocator;
+ EASTL_API allocator* gpDefaultAllocator = &gDefaultAllocator;
+
+ EASTL_API allocator* GetDefaultAllocator()
+ {
+ return gpDefaultAllocator;
+ }
+
+ EASTL_API allocator* SetDefaultAllocator(allocator* pAllocator)
+ {
+ allocator* const pPrevAllocator = gpDefaultAllocator;
+ gpDefaultAllocator = pAllocator;
+ return pPrevAllocator;
+ }
+
+ } // namespace eastl
+
+
+#endif // EASTL_USER_DEFINED_ALLOCATOR
+
+
+
+
+
+
+
+
+
+
+