Use GODOT_MODULE define in TextServer modules

This commit is contained in:
Aaron Franke
2023-12-18 05:53:03 -06:00
parent e2b3c588e1
commit 91b24b2780
15 changed files with 20 additions and 20 deletions

View File

@ -44,7 +44,7 @@ using namespace godot;
#define GLOBAL_GET(m_var) ProjectSettings::get_singleton()->get_setting_with_override(m_var)
#else
#elif defined(GODOT_MODULE)
// Headers for building as built-in module.
#include "core/config/project_settings.h"
@ -95,7 +95,7 @@ bool TextServerFallback::_has_feature(Feature p_feature) const {
String TextServerFallback::_get_name() const {
#ifdef GDEXTENSION
return "Fallback (GDExtension)";
#else
#elif defined(GODOT_MODULE)
return "Fallback (Built-in)";
#endif
}
@ -3654,7 +3654,7 @@ RID TextServerFallback::_find_sys_font_for_text(const RID &p_fdef, const String
#ifdef GDEXTENSION
for (int fb = 0; fb < fallback_font_name.size(); fb++) {
const String &E = fallback_font_name[fb];
#else
#elif defined(GODOT_MODULE)
for (const String &E : fallback_font_name) {
#endif
SystemFontKey key = SystemFontKey(E, font_style & TextServer::FONT_ITALIC, font_weight, font_stretch, p_fdef, this);