Update test file to use updated macros

This commit is contained in:
Doyle 2019-02-23 12:32:08 +11:00
parent 97b81bceaf
commit 83802fcde3
2 changed files with 4 additions and 8 deletions

View File

@ -3,7 +3,7 @@
// //
// DqnInspect.h - Minimal Inspection System, Single Header, CRT Dependencies Only // DqnInspect.h - Minimal Inspection System, Single Header, CRT Dependencies Only
// Public Domain or MIT License // Public Domain or MIT License (see bottom of file)
// ================================================================================================= // =================================================================================================
// //
@ -558,10 +558,6 @@ struct MetadataEntry
FixedArray<CPPDeclToMetaValue, 32> cpp_decl_to_val; FixedArray<CPPDeclToMetaValue, 32> cpp_decl_to_val;
}; };
void WriteMetadataInspectionMethods()
{
}
void ParseCPPEnum(CPPTokeniser *tokeniser) void ParseCPPEnum(CPPTokeniser *tokeniser)
{ {
CPPToken token = CPPTokeniser_NextToken(tokeniser); CPPToken token = CPPTokeniser_NextToken(tokeniser);

View File

@ -1,8 +1,8 @@
DQN_INSPECT enum struct OpenGLShader DQN_INSPECT enum struct OpenGLShader
{ {
Invalid, Invalid,
Rect DQN_REFLECT_META(VertexShaderFilePath = "Rect.vert", FragmentShaderFilePath = "Rect.frag"), Rect DQN_INSPECT_META(VertexShaderFilePath = "Rect.vert", FragmentShaderFilePath = "Rect.frag"),
Text DQN_REFLECT_META(VertexShaderFilePath = "Text.vert", FragmentShaderFilePath = "Text.frag"), Text DQN_INSPECT_META(VertexShaderFilePath = "Text.vert", FragmentShaderFilePath = "Text.frag"),
}; };
#if 0 #if 0
@ -30,7 +30,7 @@ DQN_INSPECT struct OpenGLState
// #endif // #endif
// u32 ebo, vbo, vao; // u32 ebo, vbo, vao;
// u32 shaders[(int)OpenGLShader::Count]; // u32 shaders[(int)OpenGLShader::Count];
V4 draw_color DQN_REFLECT_META(FriendlyName = "HelloWorld"); V4 draw_color DQN_INSPECT_META(FriendlyName = "HelloWorld");
V3 lighting_ambient_coeff; V3 lighting_ambient_coeff;
// u8 **bitmaps; // u8 **bitmaps;
// FixedArray<RendererLight, 32> lights; // FixedArray<RendererLight, 32> lights;