CCPointExtension.h:55
@ #define ccp(X,Y) CCPointMake((float)X, (float)Y) @
To make it possible use ccp macro without @ using namespace cocos2d; @ please change it to
@ #define ccp(X,Y) cococs2d::CCPointMake((float)X, (float)Y) @
CCPointExtension.h:55
@ #define ccp(X,Y) CCPointMake((float)X, (float)Y) @
To make it possible use ccp macro without @ using namespace cocos2d; @ please change it to
@ #define ccp(X,Y) cococs2d::CCPointMake((float)X, (float)Y) @
Thanks. It’s done https://github.com/cocos2d/cocos2d-x/commit/2bb4238a98731850eafbfdee2f034d49e23cad43
I think that this is still not ideal.
These defines are still polluting default namespace. I think that the best way is to embed them into namespaces as well. By the way you can specify namespace in the body of method.
class MyClass
{
public:
cocos2d::CCPoint myMethod()
{
using namespace cocos2d;
//Some magic
return ccp(fooX, fooY);
}
};
macroses cannot be putted in namespaces no, to be correct i must say “of course it can be, but visibility of this macrodoesn’t change”