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Fix macro token pasting errors when compiling with clang-cl

Ben Payne %!s(int64=10) %!d(string=hai) anos
pai
achega
6040a8d855

+ 1 - 1
Engine/source/gfx/D3D9/gfxD3D9Device.h

@@ -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
 

+ 1 - 1
Engine/source/gfx/D3D9/gfxD3D9EnumTranslate.h

@@ -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; \

+ 3 - 3
Engine/source/gfx/D3D9/pc/gfxD3D9EnumTranslate.pc.cpp

@@ -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 );
 
 //------------------------------------------------------------------------------

+ 1 - 1
Engine/source/platformWin32/winDirectInput.cpp

@@ -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)