Refactor enum flags with __underlying_type and new EnumHasAnyFlags/EnumHasAllFlags
Fixes #832 Closes #886
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@@ -85,10 +85,10 @@ void SceneRendering::Draw(RenderContextBatch& renderContextBatch, DrawCategory c
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}
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#if USE_EDITOR
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if (view.Pass & DrawPass::GBuffer && category == SceneDraw)
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if (EnumHasAnyFlags(view.Pass, DrawPass::GBuffer) && category == SceneDraw)
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{
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// Draw physics shapes
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if (view.Flags & ViewFlags::PhysicsDebug || view.Mode == ViewMode::PhysicsColliders)
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if (EnumHasAnyFlags(view.Flags, ViewFlags::PhysicsDebug) || view.Mode == ViewMode::PhysicsColliders)
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{
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const PhysicsDebugCallback* physicsDebugData = PhysicsDebug.Get();
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for (int32 i = 0; i < PhysicsDebug.Count(); i++)
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@@ -203,7 +203,7 @@ void SceneRendering::DrawActorsJob(int32)
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// Offline pass with additional static flags culling
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FOR_EACH_BATCH_ACTOR
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e.Bounds.Center -= view.Origin;
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if (CHECK_ACTOR && e.Actor->GetStaticFlags() & view.StaticFlagsMask)
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if (CHECK_ACTOR && (e.Actor->GetStaticFlags() & view.StaticFlagsMask) != StaticFlags::None)
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{
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DRAW_ACTOR(*_drawBatch);
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}
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