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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
Fix macro token pasting errors when compiling with clang-cl
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parent
74a05854d5
commit
6040a8d855
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@ -76,7 +76,7 @@ inline void D3D9Assert( HRESULT hr, const char *info )
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// Typedefs
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#define D3DX_FUNCTION(fn_name, fn_return, fn_args) \
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typedef fn_return (WINAPI *D3DXFNPTR##fn_name##)##fn_args##;
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typedef fn_return (WINAPI *D3DXFNPTR##fn_name)fn_args;
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#include "gfx/D3D9/d3dx9Functions.h"
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#undef D3DX_FUNCTION
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@ -55,7 +55,7 @@ extern _D3DDECLTYPE GFXD3D9DeclType[GFXDeclType_COUNT];
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#define GFXREVERSE_LOOKUP( tablearray, enumprefix, val ) \
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for( S32 i = enumprefix##_FIRST; i < enumprefix##_COUNT; i++ ) \
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if( (S32)tablearray##[i] == val ) \
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if( (S32)tablearray[i] == val ) \
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{ \
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val = i; \
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break; \
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@ -47,13 +47,13 @@ _D3DDECLTYPE GFXD3D9DeclType[GFXDeclType_COUNT];
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#define INIT_LOOKUPTABLE( tablearray, enumprefix, type ) \
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for( S32 i = enumprefix##_FIRST; i < enumprefix##_COUNT; i++ ) \
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tablearray##[i] = (##type##)GFX_UNINIT_VAL;
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tablearray[i] = (type)GFX_UNINIT_VAL;
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#define VALIDATE_LOOKUPTABLE( tablearray, enumprefix ) \
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for( S32 i = enumprefix##_FIRST; i < enumprefix##_COUNT; i++ ) \
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if( (S32)tablearray##[i] == GFX_UNINIT_VAL ) \
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if( (S32)tablearray[i] == GFX_UNINIT_VAL ) \
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Con::warnf( "GFXD3D9EnumTranslate: Unassigned value in " #tablearray ": %i", i ); \
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else if( (S32)tablearray##[i] == GFX_UNSUPPORTED_VAL ) \
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else if( (S32)tablearray[i] == GFX_UNSUPPORTED_VAL ) \
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Con::warnf( "GFXD3D9EnumTranslate: Unsupported value in " #tablearray ": %i", i );
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//------------------------------------------------------------------------------
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@ -450,7 +450,7 @@ int DInputManager::getXInputState(S32 controllerID, S32 property, bool current)
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switch(property)
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{
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#define CHECK_PROP_ANALOG(prop, stateTest) \
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case prop: (current) ? retVal = mXInputStateNew[controllerID].state.Gamepad.##stateTest : retVal = mXInputStateOld[controllerID].state.Gamepad.##stateTest; return retVal;
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case prop: (current) ? retVal = mXInputStateNew[controllerID].state.Gamepad.stateTest : retVal = mXInputStateOld[controllerID].state.Gamepad.stateTest; return retVal;
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CHECK_PROP_ANALOG(XI_THUMBLX, sThumbLX)
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CHECK_PROP_ANALOG(XI_THUMBLY, sThumbLY)
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