note: expanded from macro 'orx2F' #define orx2F(V) ((orxFLOAT)(V)) instead of C-style cast use C++ cast? turn on --- -Wimplicit-function-declaration -std=gnu99 fix - 'asm'
is a reserved identifier [-Wreserved-id-macro] #define __orxPROFILER__ ^ [-Wundef] ../../../include/base/orxDecl.h:191:9: warning: 'TARGET_OS_IPHONE' is not defined, evaluates to 0 [-Wun
<div class="QuoteText">I see, I guess Windows.i would be essential in a codebase that has declspecs and such all around the codebase, but thanks to your consistent use of macros, we sh
that implies a platform dependency, so a "#define orxFASTCALL // empty" feels much more innocent since we know it'll work the same way on all platforms.<br /><blockquote class=&quo
<div class="QuoteText">Also, I've been reluctant to show it orxDecl.h and orxType.h directly, as that, in my mind, runs the risk of leaking something platform dependent to the generate
such as orxFLOAT. In the end, the C compiler will see the true <a href=">By the way, why did you need to include windows.i? In general, I think we need to keep the .i files completely
Hello there, I am doing a scene editor for my game to make the levels development faster. I am coding the collsion attributes part now and I was checking the possible collision bodies.<br />So …
Ah, I was making the mistake of thinking the <a href="https://orx-project.org/forum/search?Search=#define&Mode=like">#define</a> simply omitted the le