[Bf-blender-cvs] [9ed5a10] master: fix D1130 renamed the enum OBJ_FONT to OBJ_TEXT to avoid naming conflicts in Windows

Gaia Clary noreply at git.blender.org
Mon Mar 16 18:47:02 CET 2015


Commit: 9ed5a1073ef9db3761ab5ddc30f34955096f9ea8
Author: Gaia Clary
Date:   Mon Mar 16 18:46:40 2015 +0100
Branches: master
https://developer.blender.org/rB9ed5a1073ef9db3761ab5ddc30f34955096f9ea8

fix D1130 renamed the enum OBJ_FONT to OBJ_TEXT to avoid naming conflicts in Windows

===================================================================

M	source/gameengine/GameLogic/SCA_IObject.h
M	source/gameengine/Ketsji/KX_FontObject.h
M	source/gameengine/Ketsji/KX_Scene.cpp

===================================================================

diff --git a/source/gameengine/GameLogic/SCA_IObject.h b/source/gameengine/GameLogic/SCA_IObject.h
index d5972a0..a695fd4 100644
--- a/source/gameengine/GameLogic/SCA_IObject.h
+++ b/source/gameengine/GameLogic/SCA_IObject.h
@@ -221,7 +221,7 @@ public:
 		OBJ_ARMATURE=0,
 		OBJ_CAMERA=1,
 		OBJ_LIGHT=2,
-		OBJ_FONT=3,
+		OBJ_TEXT=4
 	} ObjectTypes;
 
 };
diff --git a/source/gameengine/Ketsji/KX_FontObject.h b/source/gameengine/Ketsji/KX_FontObject.h
index 3a25d36..bf70eed 100644
--- a/source/gameengine/Ketsji/KX_FontObject.h
+++ b/source/gameengine/Ketsji/KX_FontObject.h
@@ -54,7 +54,7 @@ public:
 	 */
 	virtual	CValue* GetReplica();
 	virtual void ProcessReplica();
-	virtual int GetGameObjectType() { return OBJ_FONT; }
+	virtual int GetGameObjectType() { return OBJ_TEXT; }
 
 protected:
 	std::vector<STR_String>		m_text;
diff --git a/source/gameengine/Ketsji/KX_Scene.cpp b/source/gameengine/Ketsji/KX_Scene.cpp
index 6d989ca..d1b1009 100644
--- a/source/gameengine/Ketsji/KX_Scene.cpp
+++ b/source/gameengine/Ketsji/KX_Scene.cpp
@@ -532,7 +532,7 @@ KX_GameObject* KX_Scene::AddNodeReplicaObject(class SG_IObject* node, class CVal
 	m_objectlist->Add(newobj->AddRef());
 	if (newobj->GetGameObjectType()==SCA_IObject::OBJ_LIGHT)
 		m_lightlist->Add(newobj->AddRef());
-	else if (newobj->GetGameObjectType()==SCA_IObject::OBJ_FONT)
+	else if (newobj->GetGameObjectType()==SCA_IObject::OBJ_TEXT)
 		AddFont((KX_FontObject*)newobj);
 	newobj->AddMeshUser();




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