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authorSergey Sharybin <sergey.vfx@gmail.com>2012-02-23 13:40:10 +0400
committerSergey Sharybin <sergey.vfx@gmail.com>2012-02-23 13:40:10 +0400
commitd881bb4b32d1dff089b6f8c61d0f0fdd16d2b82b (patch)
tree9bbbb4dff81ea59ddc2daf386e851f8ac2588d0b /source/gameengine/Ketsji/KX_Scene.h
parent09ee59c669dfa51bab22fe2552d619763a8c98a3 (diff)
BGE is compilable by MSVC again
Compilation error was mostly caused by trying to use namespace std before it was actually defined (e.g. before any include of stl header). It's not actually good idea to use namespaces in header files -- it's really easy to run into namespace conflicts and so. Resolved by not using "using namespace" in header files and using full quality accessing to stl collections (e.g. std::vector).
Diffstat (limited to 'source/gameengine/Ketsji/KX_Scene.h')
-rw-r--r--source/gameengine/Ketsji/KX_Scene.h10
1 files changed, 5 insertions, 5 deletions
diff --git a/source/gameengine/Ketsji/KX_Scene.h b/source/gameengine/Ketsji/KX_Scene.h
index c3e6fa376dd..8fcfe46e643 100644
--- a/source/gameengine/Ketsji/KX_Scene.h
+++ b/source/gameengine/Ketsji/KX_Scene.h
@@ -140,12 +140,12 @@ protected:
/**
* The set of cameras for this scene
*/
- list<class KX_Camera*> m_cameras;
+ std::list<class KX_Camera*> m_cameras;
/**
* The set of fonts for this scene
*/
- list<class KX_FontObject*> m_fonts;
+ std::list<class KX_FontObject*> m_fonts;
/**
@@ -383,7 +383,7 @@ public:
/** Font Routines */
- list<class KX_FontObject*>*
+ std::list<class KX_FontObject*>*
GetFonts(
);
@@ -402,7 +402,7 @@ public:
/** Camera Routines */
- list<class KX_Camera*>*
+ std::list<class KX_Camera*>*
GetCameras(
);
@@ -584,7 +584,7 @@ public:
/**
* 2D Filters
*/
- void Update2DFilter(vector<STR_String>& propNames, void* gameObj, RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode, int pass, STR_String& text);
+ void Update2DFilter(std::vector<STR_String>& propNames, void* gameObj, RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode, int pass, STR_String& text);
void Render2DFilters(RAS_ICanvas* canvas);
KX_ObstacleSimulation* GetObstacleSimulation() {return m_obstacleSimulation;};