code cleanup: includes and correction for macro
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@@ -43,7 +43,10 @@
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#include "BKE_utildefines.h"
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#include "BLI_blenlib.h"
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#include "BLI_fileops.h"
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#include "BLI_listbase.h"
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#include "BLI_path_util.h"
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#include "BLI_string.h"
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#include "BIF_gl.h"
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@@ -43,10 +43,12 @@
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#include "DNA_vec_types.h"
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#include "BLI_blenlib.h"
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#include "BLI_linklist.h" /* linknode */
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#include "BLI_listbase.h"
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#include "BLI_math.h"
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#include "BLI_rect.h"
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#include "BLI_string.h"
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#include "BLI_string_utf8.h"
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#include "BLI_linklist.h" /* linknode */
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#include "BIF_gl.h"
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#include "BLF_api.h"
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@@ -152,7 +154,7 @@ static void blf_font_ensure_ascii_table(FontBLF *font)
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_kern_mode, \
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&(_delta)) == 0) \
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{ \
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_pen_x += delta.x >> 6; \
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_pen_x += _delta.x >> 6; \
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} \
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} \
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} (void)0
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@@ -46,7 +46,8 @@
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#include "DNA_vec_types.h"
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#include "DNA_userdef_types.h"
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#include "BLI_blenlib.h"
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#include "BLI_listbase.h"
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#include "BLI_rect.h"
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#include "BIF_gl.h"
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#include "BLF_api.h"
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@@ -314,13 +315,14 @@ static void blf_texture_draw(float uv[2][2], float dx, float y1, float dx1, floa
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static void blf_texture5_draw(const float shadow_col[4], float uv[2][2], float x1, float y1, float x2, float y2)
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{
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float soft[25] = {1 / 60.0f, 1 / 60.0f, 2 / 60.0f, 1 / 60.0f, 1 / 60.0f,
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1 / 60.0f, 3 / 60.0f, 5 / 60.0f, 3 / 60.0f, 1 / 60.0f,
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2 / 60.0f, 5 / 60.0f, 8 / 60.0f, 5 / 60.0f, 2 / 60.0f,
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1 / 60.0f, 3 / 60.0f, 5 / 60.0f, 3 / 60.0f, 1 / 60.0f,
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1 / 60.0f, 1 / 60.0f, 2 / 60.0f, 1 / 60.0f, 1 / 60.0f};
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const float soft[25] = {1 / 60.0f, 1 / 60.0f, 2 / 60.0f, 1 / 60.0f, 1 / 60.0f,
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1 / 60.0f, 3 / 60.0f, 5 / 60.0f, 3 / 60.0f, 1 / 60.0f,
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2 / 60.0f, 5 / 60.0f, 8 / 60.0f, 5 / 60.0f, 2 / 60.0f,
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1 / 60.0f, 3 / 60.0f, 5 / 60.0f, 3 / 60.0f, 1 / 60.0f,
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1 / 60.0f, 1 / 60.0f, 2 / 60.0f, 1 / 60.0f, 1 / 60.0f};
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float color[4], *fp = soft;
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const float *fp = soft;
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float color[4];
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int dx, dy;
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color[0] = shadow_col[0];
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@@ -340,11 +342,12 @@ static void blf_texture5_draw(const float shadow_col[4], float uv[2][2], float x
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static void blf_texture3_draw(const float shadow_col[4], float uv[2][2], float x1, float y1, float x2, float y2)
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{
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float soft[9] = {1 / 16.0f, 2 / 16.0f, 1 / 16.0f,
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2 / 16.0f, 4 / 16.0f, 2 / 16.0f,
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1 / 16.0f, 2 / 16.0f, 1 / 16.0f};
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const float soft[9] = {1 / 16.0f, 2 / 16.0f, 1 / 16.0f,
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2 / 16.0f, 4 / 16.0f, 2 / 16.0f,
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1 / 16.0f, 2 / 16.0f, 1 / 16.0f};
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float color[4], *fp = soft;
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const float *fp = soft;
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float color[4];
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int dx, dy;
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color[0] = shadow_col[0];
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