[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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