Another possible solution is to convert macros into proper symbols in the
global scope. E.g.

#ifdef VOID
typedef VOID VOID_;
#undef VOID
typedef VOID_ VOID;
#endif

This approach then allows the application to use both the Windows VOID
symbol and capnp::VOID without doing its own macro tricks.

That said, the ability to emulate system_header for MSVC would be nice.

-Kenton

On Mon, May 15, 2017 at 6:01 PM, Harris Hancock <[email protected]> wrote:

> Kenton,
>
> I have a suggestion for a solution over on the GitHub issue for this:
> https://github.com/sandstorm-io/capnproto/issues/284
>
> It involves `#include`ing a preamble and postamble header at the start and
> end of every public header -- the preamble uses `#pragma push_macro` on
> problematic defines and the postamble restores them with `#pragma
> pop_macro`. I stole the idea from Boost.Asio. I know it's gross, but it
> seems like the most robust solution to me, and allows us to emulate
> `system_header` behavior. I can submit a PR implementing this idea for
> consideration in a week or two.
>
> Harris
>
> On Fri, May 12, 2017 at 6:22 PM, Kenton Varda <[email protected]> wrote:
>
>> Hi,
>>
>> The problem is that windows.h #defines the symbol VOID. You will either
>> need to include windows.h after capnp headers, or you will need to #undef
>> VOID after the include.
>>
>> We should probably make this more automatic, or at least provide a better
>> error message...
>>
>> -Kenton
>>
>> On May 12, 2017 6:20 PM, <[email protected]> wrote:
>>
>>> I'm trying to get Cap'n Proto 0.6.0 compiled as a plugin under
>>> UnrealEngine 4.13 using Visual Studio 2015 (update 3). I have compiled this
>>> version under Visual Studio from source. To test, if I create just a plain
>>> C++ project and use the installed Cap'n headers and libraries I can
>>> generate test message classes that seem to compile with a few compiler
>>> warnings. However when compiling an Unreal Project (or a Win32 project)
>>> with these same classes I get all sorts of strange errors in kj and cap'n
>>> (common.h, etc.) as it imports the header files. My best guess is that it
>>> has something to do with the precompiled headers in those environments?
>>> Does anyone have a clue or have any advice using Cap'n Proto under Unreal
>>> Engine/ Windows?
>>>
>>> Example of the errors:
>>>
>>> thirdparty\capnproto\include\capnp\common.h(64): error C2628:
>>> 'capnp::Void' followed by 'void' is illegal (did you forget a ';'?)
>>> thirdparty\capnproto\include\capnp\common.h(64): error C2513:
>>> 'capnp::Void': no variable declared before '='
>>> thirdparty\capnproto\include\capnp\common.h(96): error C2062: type
>>> 'void' unexpected
>>> thirdparty\capnproto\include\capnp\common.h(106): error C2143: syntax
>>> error: missing ';' before '}'
>>> thirdparty\capnproto\include\capnp\common.h(130): error C2065: 'Void':
>>> undeclared identifier
>>> thirdparty\capnproto\include\capnp\common.h(130): error C2923:
>>> '_::Kind_': 'Void' is not a valid template type argument for parameter 'T'
>>> thirdparty\capnproto\include\capnp\common.h(130): error C2913: explicit
>>> specialization; '_::Kind_' is not a specialization of a class template
>>> thirdparty\capnproto\include\capnp\common.h(131): error C2913: explicit
>>> specialization; '_::Kind_' is not a specialization of a class template
>>>
>>> I can include these  headers in an "empty project" and compile these
>>> classes fine so I'm not sure what the deal is.
>>>
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