Remove global "using namespace std;" declarations, use "std::" prefixes on all std elements

Fix whitespace changes
This commit is contained in:
Michael Sundqvist
2022-07-10 18:28:56 +03:00
committed by Martin Natano
parent f0680a29fc
commit 0cba3579de
534 changed files with 3456 additions and 3488 deletions
+8 -8
View File
@@ -140,7 +140,7 @@ void ActorFrame::AddChild( Actor *pActor )
{
#ifdef DEBUG
// check that this Actor isn't already added.
vector<Actor*>::iterator iter = find( m_SubActors.begin(), m_SubActors.end(), pActor );
std::vector<Actor*>::iterator iter = find( m_SubActors.begin(), m_SubActors.end(), pActor );
if( iter != m_SubActors.end() )
Dialog::OK( ssprintf("Actor \"%s\" adds child \"%s\" more than once", GetLineage().c_str(), pActor->GetName().c_str()) );
#endif
@@ -154,7 +154,7 @@ void ActorFrame::AddChild( Actor *pActor )
void ActorFrame::RemoveChild( Actor *pActor )
{
vector<Actor*>::iterator iter = find( m_SubActors.begin(), m_SubActors.end(), pActor );
std::vector<Actor*>::iterator iter = find( m_SubActors.begin(), m_SubActors.end(), pActor );
if( iter != m_SubActors.end() )
m_SubActors.erase( iter );
}
@@ -182,7 +182,7 @@ void ActorFrame::RemoveAllChildren()
void ActorFrame::MoveToTail( Actor* pActor )
{
vector<Actor*>::iterator iter = find( m_SubActors.begin(), m_SubActors.end(), pActor );
std::vector<Actor*>::iterator iter = find( m_SubActors.begin(), m_SubActors.end(), pActor );
if( iter == m_SubActors.end() ) // didn't find
FAIL_M("Nonexistent actor");
@@ -192,7 +192,7 @@ void ActorFrame::MoveToTail( Actor* pActor )
void ActorFrame::MoveToHead( Actor* pActor )
{
vector<Actor*>::iterator iter = find( m_SubActors.begin(), m_SubActors.end(), pActor );
std::vector<Actor*>::iterator iter = find( m_SubActors.begin(), m_SubActors.end(), pActor );
if( iter == m_SubActors.end() ) // didn't find
FAIL_M("Nonexistent actor");
@@ -259,7 +259,7 @@ void ActorFrame::DrawPrimitives()
// draw all sub-ActorFrames while we're in the ActorFrame's local coordinate space
if( m_bDrawByZPosition )
{
vector<Actor*> subs = m_SubActors;
std::vector<Actor*> subs = m_SubActors;
ActorUtil::SortByZPosition( subs );
for( unsigned i=0; i<subs.size(); i++ )
{
@@ -474,7 +474,7 @@ void ActorFrame::UpdateInternal( float fDeltaTime )
Actor::UpdateInternal( fDeltaTime );
// update all sub-Actors
for( vector<Actor*>::iterator it=m_SubActors.begin(); it!=m_SubActors.end(); it++ )
for( std::vector<Actor*>::iterator it=m_SubActors.begin(); it!=m_SubActors.end(); it++ )
{
Actor *pActor = *it;
pActor->Update(fDeltaTime);
@@ -531,7 +531,7 @@ float ActorFrame::GetTweenTimeLeft() const
for( unsigned i=0; i<m_SubActors.size(); i++ )
{
const Actor* pActor = m_SubActors[i];
m = max(m, m_fHibernateSecondsLeft + pActor->GetTweenTimeLeft());
m = std::max(m, m_fHibernateSecondsLeft + pActor->GetTweenTimeLeft());
}
return m;
@@ -702,7 +702,7 @@ public:
{
luaL_checktype( L, 1, LUA_TTABLE );
lua_pushvalue( L, 1 );
vector<float> coords;
std::vector<float> coords;
LuaHelpers::ReadArrayFromTable( coords, L );
lua_pop( L, 1 );
if( coords.size() !=3 )