From e48fcad615092e34ae0dcf2e08753fb03f525b8f Mon Sep 17 00:00:00 2001
From: Roxy-3D <Roxanne.Rae.Neufeld@gmail.com>
Date: Sat, 25 Nov 2017 19:35:27 -0600
Subject: [PATCH] change G26 and G29 bit function names to avoid HAL collision

---
 Marlin/src/core/utility.h                   |  6 +++---
 Marlin/src/feature/bedlevel/ubl/ubl_G29.cpp |  6 +++---
 Marlin/src/gcode/bedlevel/G26.cpp           | 16 ++++++++--------
 3 files changed, 14 insertions(+), 14 deletions(-)

diff --git a/Marlin/src/core/utility.h b/Marlin/src/core/utility.h
index 7717478085..93d97b3e5d 100644
--- a/Marlin/src/core/utility.h
+++ b/Marlin/src/core/utility.h
@@ -40,9 +40,9 @@ void safe_delay(millis_t ms);
    * to unsigned long will allow us to go to 32x32 if higher resolution Mesh's are needed
    * in the future.
    */
-  FORCE_INLINE void bit_clear(uint16_t bits[16], const uint8_t x, const uint8_t y)  { CBI(bits[y], x); }
-  FORCE_INLINE void bit_set(uint16_t bits[16], const uint8_t x, const uint8_t y)    { SBI(bits[y], x); }
-  FORCE_INLINE bool is_bit_set(uint16_t bits[16], const uint8_t x, const uint8_t y) { return TEST(bits[y], x); }
+  FORCE_INLINE void bitmap_clear(uint16_t bits[16], const uint8_t x, const uint8_t y)  { CBI(bits[y], x); }
+  FORCE_INLINE void bitmap_set(uint16_t bits[16], const uint8_t x, const uint8_t y)    { SBI(bits[y], x); }
+  FORCE_INLINE bool is_bitmap_set(uint16_t bits[16], const uint8_t x, const uint8_t y) { return TEST(bits[y], x); }
 #endif
 
 #if ENABLED(ULTRA_LCD)
diff --git a/Marlin/src/feature/bedlevel/ubl/ubl_G29.cpp b/Marlin/src/feature/bedlevel/ubl/ubl_G29.cpp
index 14e04bcf73..641d67ed8f 100644
--- a/Marlin/src/feature/bedlevel/ubl/ubl_G29.cpp
+++ b/Marlin/src/feature/bedlevel/ubl/ubl_G29.cpp
@@ -1422,7 +1422,7 @@
 
         if ( (type == INVALID && isnan(z_values[i][j]))  // Check to see if this location holds the right thing
           || (type == REAL && !isnan(z_values[i][j]))
-          || (type == SET_IN_BITMAP && is_bit_set(bits, i, j))
+          || (type == SET_IN_BITMAP && is_bitmap_set(bits, i, j))
         ) {
           // We only get here if we found a Mesh Point of the specified type
 
@@ -1490,8 +1490,8 @@
 
         if (location.x_index < 0) break; // stop when we can't find any more reachable points.
 
-        bit_clear(not_done, location.x_index, location.y_index);  // Mark this location as 'adjusted' so we will find a
-                                                                  // different location the next time through the loop
+        bitmap_clear(not_done, location.x_index, location.y_index); // Mark this location as 'adjusted' so we will find a
+                                                                    // different location the next time through the loop
 
         const float rawx = mesh_index_to_xpos(location.x_index),
                     rawy = mesh_index_to_ypos(location.y_index);
diff --git a/Marlin/src/gcode/bedlevel/G26.cpp b/Marlin/src/gcode/bedlevel/G26.cpp
index 2849674a86..98499c7ee1 100644
--- a/Marlin/src/gcode/bedlevel/G26.cpp
+++ b/Marlin/src/gcode/bedlevel/G26.cpp
@@ -194,7 +194,7 @@ mesh_index_pair find_closest_circle_to_print(const float &X, const float &Y) {
 
   for (uint8_t i = 0; i < GRID_MAX_POINTS_X; i++) {
     for (uint8_t j = 0; j < GRID_MAX_POINTS_Y; j++) {
-      if (!is_bit_set(circle_flags, i, j)) {
+      if (!is_bitmap_set(circle_flags, i, j)) {
         const float mx = _GET_MESH_X(i),  // We found a circle that needs to be printed
                     my = _GET_MESH_Y(j);
 
@@ -220,7 +220,7 @@ mesh_index_pair find_closest_circle_to_print(const float &X, const float &Y) {
       }
     }
   }
-  bit_set(circle_flags, return_val.x_index, return_val.y_index);   // Mark this location as done.
+  bitmap_set(circle_flags, return_val.x_index, return_val.y_index);   // Mark this location as done.
   return return_val;
 }
 
@@ -348,8 +348,8 @@ inline bool look_for_lines_to_connect() {
       if (i < GRID_MAX_POINTS_X) { // We can't connect to anything to the right than GRID_MAX_POINTS_X.
                                    // This is already a half circle because we are at the edge of the bed.
 
-        if (is_bit_set(circle_flags, i, j) && is_bit_set(circle_flags, i + 1, j)) { // check if we can do a line to the left
-          if (!is_bit_set(horizontal_mesh_line_flags, i, j)) {
+        if (is_bitmap_set(circle_flags, i, j) && is_bitmap_set(circle_flags, i + 1, j)) { // check if we can do a line to the left
+          if (!is_bitmap_set(horizontal_mesh_line_flags, i, j)) {
 
             //
             // We found two circles that need a horizontal line to connect them
@@ -376,15 +376,15 @@ inline bool look_for_lines_to_connect() {
 
               print_line_from_here_to_there(sx, sy, g26_layer_height, ex, ey, g26_layer_height);
             }
-            bit_set(horizontal_mesh_line_flags, i, j);   // Mark it as done so we don't do it again, even if we skipped it
+            bitmap_set(horizontal_mesh_line_flags, i, j);   // Mark it as done so we don't do it again, even if we skipped it
           }
         }
 
         if (j < GRID_MAX_POINTS_Y) { // We can't connect to anything further back than GRID_MAX_POINTS_Y.
                                          // This is already a half circle because we are at the edge  of the bed.
 
-          if (is_bit_set(circle_flags, i, j) && is_bit_set(circle_flags, i, j + 1)) { // check if we can do a line straight down
-            if (!is_bit_set( vertical_mesh_line_flags, i, j)) {
+          if (is_bitmap_set(circle_flags, i, j) && is_bitmap_set(circle_flags, i, j + 1)) { // check if we can do a line straight down
+            if (!is_bitmap_set( vertical_mesh_line_flags, i, j)) {
               //
               // We found two circles that need a vertical line to connect them
               // Print it!
@@ -412,7 +412,7 @@ inline bool look_for_lines_to_connect() {
                 }
                 print_line_from_here_to_there(sx, sy, g26_layer_height, ex, ey, g26_layer_height);
               }
-              bit_set(vertical_mesh_line_flags, i, j);   // Mark it as done so we don't do it again, even if skipped
+              bitmap_set(vertical_mesh_line_flags, i, j);   // Mark it as done so we don't do it again, even if skipped
             }
           }
         }