Fixed compilation
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@ -36,13 +36,13 @@
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#define BUNDLED_FONT liberation
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#define BUNDLED_FONT liberation
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#define BUNDLED_FONT_DECL(FONT) \
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#define BUNDLED_FONT_DECL(FONT) \
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extern unsigned char assets_##FONT##_ttf[]; \
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extern unsigned char mkxp_assets_##FONT##_ttf[]; \
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extern unsigned int assets_##FONT##_ttf_len;
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extern unsigned int mkxp_assets_##FONT##_ttf_len;
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BUNDLED_FONT_DECL(liberation)
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BUNDLED_FONT_DECL(liberation)
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#define BUNDLED_FONT_D(f) assets_## f ##_ttf
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#define BUNDLED_FONT_D(f) mkxp_assets_## f ##_ttf
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#define BUNDLED_FONT_L(f) assets_## f ##_ttf_len
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#define BUNDLED_FONT_L(f) mkxp_assets_## f ##_ttf_len
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// Go fuck yourself CPP
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// Go fuck yourself CPP
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#define BNDL_F_D(f) BUNDLED_FONT_D(f)
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#define BNDL_F_D(f) BUNDLED_FONT_D(f)
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@ -184,7 +184,7 @@ static void setupWindowIcon(const Config &conf, SDL_Window *win)
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SDL_RWops *iconSrc;
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SDL_RWops *iconSrc;
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if (conf.iconPath.empty())
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if (conf.iconPath.empty())
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iconSrc = SDL_RWFromConstMem(assets_icon_png, assets_icon_png_len);
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iconSrc = SDL_RWFromConstMem(mkxp_assets_icon_png, mkxp_assets_icon_png_len);
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else
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else
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iconSrc = SDL_RWFromFile(conf.iconPath.c_str(), "rb");
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iconSrc = SDL_RWFromFile(conf.iconPath.c_str(), "rb");
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@ -56,7 +56,7 @@
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#define INIT_SHADER(vert, frag, name) \
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#define INIT_SHADER(vert, frag, name) \
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{ \
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{ \
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Shader::init(shader_##vert##_vert, shader_##vert##_vert_len, shader_##frag##_frag, shader_##frag##_frag_len, \
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Shader::init(mkxp_shader_##vert##_vert, mkxp_shader_##vert##_vert_len, mkxp_shader_##frag##_frag, mkxp_shader_##frag##_frag_len, \
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#vert, #frag, #name); \
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#vert, #frag, #name); \
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}
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}
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@ -135,8 +135,8 @@ static void setupShaderSource(GLuint shader, GLenum type,
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++i;
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++i;
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}
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}
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shaderSrc[i] = (const GLchar*) shader_common_h;
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shaderSrc[i] = (const GLchar*) mkxp_shader_common_h;
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shaderSrcSize[i] = shader_common_h_len;
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shaderSrcSize[i] = mkxp_shader_common_h_len;
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++i;
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++i;
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shaderSrc[i] = (const GLchar*) body;
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shaderSrc[i] = (const GLchar*) body;
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