Fix macro token pasting errors when compiling with clang-cl

This commit is contained in:
Ben Payne 2015-03-04 15:54:16 -05:00
parent 74a05854d5
commit 6040a8d855
4 changed files with 6 additions and 6 deletions

View file

@ -76,7 +76,7 @@ inline void D3D9Assert( HRESULT hr, const char *info )
// Typedefs
#define D3DX_FUNCTION(fn_name, fn_return, fn_args) \
typedef fn_return (WINAPI *D3DXFNPTR##fn_name##)##fn_args##;
typedef fn_return (WINAPI *D3DXFNPTR##fn_name)fn_args;
#include "gfx/D3D9/d3dx9Functions.h"
#undef D3DX_FUNCTION

View file

@ -55,7 +55,7 @@ extern _D3DDECLTYPE GFXD3D9DeclType[GFXDeclType_COUNT];
#define GFXREVERSE_LOOKUP( tablearray, enumprefix, val ) \
for( S32 i = enumprefix##_FIRST; i < enumprefix##_COUNT; i++ ) \
if( (S32)tablearray##[i] == val ) \
if( (S32)tablearray[i] == val ) \
{ \
val = i; \
break; \

View file

@ -47,13 +47,13 @@ _D3DDECLTYPE GFXD3D9DeclType[GFXDeclType_COUNT];
#define INIT_LOOKUPTABLE( tablearray, enumprefix, type ) \
for( S32 i = enumprefix##_FIRST; i < enumprefix##_COUNT; i++ ) \
tablearray##[i] = (##type##)GFX_UNINIT_VAL;
tablearray[i] = (type)GFX_UNINIT_VAL;
#define VALIDATE_LOOKUPTABLE( tablearray, enumprefix ) \
for( S32 i = enumprefix##_FIRST; i < enumprefix##_COUNT; i++ ) \
if( (S32)tablearray##[i] == GFX_UNINIT_VAL ) \
if( (S32)tablearray[i] == GFX_UNINIT_VAL ) \
Con::warnf( "GFXD3D9EnumTranslate: Unassigned value in " #tablearray ": %i", i ); \
else if( (S32)tablearray##[i] == GFX_UNSUPPORTED_VAL ) \
else if( (S32)tablearray[i] == GFX_UNSUPPORTED_VAL ) \
Con::warnf( "GFXD3D9EnumTranslate: Unsupported value in " #tablearray ": %i", i );
//------------------------------------------------------------------------------

View file

@ -450,7 +450,7 @@ int DInputManager::getXInputState(S32 controllerID, S32 property, bool current)
switch(property)
{
#define CHECK_PROP_ANALOG(prop, stateTest) \
case prop: (current) ? retVal = mXInputStateNew[controllerID].state.Gamepad.##stateTest : retVal = mXInputStateOld[controllerID].state.Gamepad.##stateTest; return retVal;
case prop: (current) ? retVal = mXInputStateNew[controllerID].state.Gamepad.stateTest : retVal = mXInputStateOld[controllerID].state.Gamepad.stateTest; return retVal;
CHECK_PROP_ANALOG(XI_THUMBLX, sThumbLX)
CHECK_PROP_ANALOG(XI_THUMBLY, sThumbLY)