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kram - update STL_NAMESPACE define
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alecazam committed Sep 24, 2024
1 parent 1809117 commit 8e74fdf
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Showing 5 changed files with 6 additions and 6 deletions.
4 changes: 2 additions & 2 deletions kramv/KramViewerBase.cpp
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Expand Up @@ -1605,9 +1605,9 @@ void Data::loadFilesFromUrls(vector<string>& urls, bool skipSubdirs)

// sort them by short filename
#if USE_EASTL
NAMESPACE_STL::quick_sort(_files.begin(), _files.end());
STL_NAMESPACE::quick_sort(_files.begin(), _files.end());
#else
std::sort(_files.begin(), _files.end());
STL_NAMESPACE::sort(_files.begin(), _files.end());
#endif

// preserve filename before load, and restore that index, by finding
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2 changes: 1 addition & 1 deletion libkram/bc7enc/utils.cpp
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Expand Up @@ -10,7 +10,7 @@

namespace utils
{
using namespace NAMESPACE_STL;
using namespace STL_NAMESPACE;

#define FLOOD_PUSH(y, xl, xr, dy) if (((y + (dy)) >= 0) && ((y + (dy)) < (int)m_height)) { stack.push_back(fill_segment(y, xl, xr, dy)); }

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2 changes: 1 addition & 1 deletion libkram/kram/KramLog.cpp
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Expand Up @@ -1055,7 +1055,7 @@ int32_t logMessage(const char* group, int32_t logLevel,
// to have full source to impl to fix things in fmt.
// https://fmt.dev/latest/api.html#_CPPv4IDpEN3fmt14formatted_sizeE6size_t13format_stringIDp1TEDpRR1T

// TODO: can this use NAMESPACE_STL::string_view instead ?
// TODO: can this use STL_NAMESPACE::string_view instead ?
int32_t logMessage(const char* group, int32_t logLevel,
const char* file, int32_t line, const char* func,
fmt::string_view format, fmt::format_args args)
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2 changes: 1 addition & 1 deletion libkram/transcoder/basisu_transcoder.cpp
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Expand Up @@ -185,7 +185,7 @@ namespace basisu

namespace basist
{
using namespace NAMESPACE_STL;
using namespace STL_NAMESPACE;

#if BASISD_ENABLE_DEBUG_FLAGS
static uint32_t g_debug_flags = 0;
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2 changes: 1 addition & 1 deletion libkram/transcoder/basisu_transcoder.h
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Expand Up @@ -42,7 +42,7 @@

namespace basist
{
using namespace NAMESPACE_STL;
using namespace STL_NAMESPACE;

// High-level composite texture formats supported by the transcoder.
// Each of these texture formats directly correspond to OpenGL/D3D/Vulkan etc. texture formats.
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