[ue4][cpp] Fix TextureFilter name conflict in UE4 unity builds

We renamed TextureFilter to SpineTextureFilter in UE4 builds to resolve the name collision with UE4's TextureFilter.
This commit is contained in:
badlogic 2022-03-25 12:32:44 +01:00
parent 8910c458e8
commit 6ff8b8d415
4 changed files with 15 additions and 10 deletions

View File

@ -48,7 +48,15 @@ namespace spine {
Format_RGBA8888 Format_RGBA8888
}; };
enum TextureFilter { // Our TextureFilter collides with UE4's TextureFilter in unity builds. We rename
// TextureFilter to SpineTextureFilter in UE4.
#ifdef SPINE_UE4
#define TEXTURE_FILTER_ENUM SpineTextureFilter
#else
#define TEXTURE_FILTER_ENUM TextureFilter
#endif
enum TEXTURE_FILTER_ENUM {
TextureFilter_Unknown, TextureFilter_Unknown,
TextureFilter_Nearest, TextureFilter_Nearest,
TextureFilter_Linear, TextureFilter_Linear,
@ -70,8 +78,8 @@ namespace spine {
String name; String name;
String texturePath; String texturePath;
Format format; Format format;
TextureFilter minFilter; SpineTextureFilter minFilter;
TextureFilter magFilter; SpineTextureFilter magFilter;
TextureWrap uWrap; TextureWrap uWrap;
TextureWrap vWrap; TextureWrap vWrap;
int width, height; int width, height;

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@ -30,10 +30,6 @@
#ifndef Spine_SequenceTimeline_h #ifndef Spine_SequenceTimeline_h
#define Spine_SequenceTimeline_h #define Spine_SequenceTimeline_h
#ifdef SPINE_UE4
#include "SpinePluginPrivatePCH.h"
#endif
#include <spine/Timeline.h> #include <spine/Timeline.h>
#include <spine/Sequence.h> #include <spine/Sequence.h>

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@ -268,8 +268,8 @@ void Atlas::load(const char *begin, int length, const char *dir, bool createText
} else if (entry[0].equals("format")) { } else if (entry[0].equals("format")) {
page->format = (Format) indexOf(formatNames, 8, &entry[1]); page->format = (Format) indexOf(formatNames, 8, &entry[1]);
} else if (entry[0].equals("filter")) { } else if (entry[0].equals("filter")) {
page->minFilter = (TextureFilter) indexOf(textureFilterNames, 8, &entry[1]); page->minFilter = (TEXTURE_FILTER_ENUM) indexOf(textureFilterNames, 8, &entry[1]);
page->magFilter = (TextureFilter) indexOf(textureFilterNames, 8, &entry[2]); page->magFilter = (TEXTURE_FILTER_ENUM) indexOf(textureFilterNames, 8, &entry[2]);
} else if (entry[0].equals("repeat")) { } else if (entry[0].equals("repeat")) {
page->uWrap = TextureWrap_ClampToEdge; page->uWrap = TextureWrap_ClampToEdge;
page->vWrap = TextureWrap_ClampToEdge; page->vWrap = TextureWrap_ClampToEdge;

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@ -15,7 +15,8 @@ namespace UnrealBuildTool.Rules
PrivateIncludePaths.Add(Path.Combine(ModuleDirectory, "Private")); PrivateIncludePaths.Add(Path.Combine(ModuleDirectory, "Private"));
PrivateIncludePaths.Add(Path.Combine(ModuleDirectory, "Public/spine-cpp/include")); PrivateIncludePaths.Add(Path.Combine(ModuleDirectory, "Public/spine-cpp/include"));
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "ProceduralMeshComponent", "UMG", "Slate", "SlateCore" }); PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "ProceduralMeshComponent", "UMG", "Slate", "SlateCore" });
PublicDefinitions.Add("SPINE_UE4");
} }
} }
} }