Rename Mirror template to MIRRORVAL to avoid shadowing
I am bad at naming creativity here, but hey, it's unique
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@ -186,7 +186,7 @@ void SCH_TEXT::MirrorY( int aYaxis_position )
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// Text is NOT really mirrored; it is moved to a suitable horizontal position
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SetLabelSpinStyle( GetLabelSpinStyle().MirrorY() );
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SetTextX( Mirror( GetTextPos().x, aYaxis_position ) );
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SetTextX( MIRRORVAL( GetTextPos().x, aYaxis_position ) );
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}
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@ -195,7 +195,7 @@ void SCH_TEXT::MirrorX( int aXaxis_position )
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// Text is NOT really mirrored; it is moved to a suitable vertical position
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SetLabelSpinStyle( GetLabelSpinStyle().MirrorX() );
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SetTextY( Mirror( GetTextPos().y, aXaxis_position ) );
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SetTextY( MIRRORVAL( GetTextPos().y, aXaxis_position ) );
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}
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@ -128,14 +128,14 @@ constexpr std::size_t arrayDim(T const (&)[N]) noexcept
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* Mirror @a aPoint in @a aMirrorRef.
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*/
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template<typename T>
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T Mirror( T aPoint, T aMirrorRef )
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T MIRRORVAL( T aPoint, T aMirrorRef )
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{
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return -( aPoint - aMirrorRef ) + aMirrorRef;
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}
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template<typename T>
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void MIRROR( T& aPoint, const T& aMirrorRef )
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{
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aPoint = Mirror( aPoint, aMirrorRef );
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aPoint = MIRRORVAL( aPoint, aMirrorRef );
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}
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#endif // MACROS_H
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@ -142,9 +142,9 @@ void FP_TEXT::Flip( const wxPoint& aCentre, bool aFlipLeftRight )
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{
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// flipping the footprint is relative to the X axis
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if( aFlipLeftRight )
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SetTextX( ::Mirror( GetTextPos().x, aCentre.x ) );
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SetTextX( ::MIRRORVAL( GetTextPos().x, aCentre.x ) );
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else
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SetTextY( ::Mirror( GetTextPos().y, aCentre.y ) );
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SetTextY( ::MIRRORVAL( GetTextPos().y, aCentre.y ) );
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SetTextAngle( -GetTextAngle() );
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@ -174,9 +174,9 @@ void FP_TEXT::Mirror( const wxPoint& aCentre, bool aMirrorAroundXAxis )
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// the mirror is around the Y axis or X axis if aMirrorAroundXAxis = true
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// the position is mirrored, but the text itself is not mirrored
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if( aMirrorAroundXAxis )
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SetTextY( ::Mirror( GetTextPos().y, aCentre.y ) );
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SetTextY( ::MIRRORVAL( GetTextPos().y, aCentre.y ) );
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else
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SetTextX( ::Mirror( GetTextPos().x, aCentre.x ) );
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SetTextX( ::MIRRORVAL( GetTextPos().x, aCentre.x ) );
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SetLocalCoord();
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}
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