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
+27 -27
View File
@@ -86,14 +86,14 @@ public:
DancingCharacters* GetDancingCharacters() { return m_pDancingCharacters; };
void GetLoadedBackgroundChanges( vector<BackgroundChange> *pBackgroundChangesOut[NUM_BackgroundLayer] );
void GetLoadedBackgroundChanges( std::vector<BackgroundChange> *pBackgroundChangesOut[NUM_BackgroundLayer] );
protected:
bool m_bInitted;
DancingCharacters* m_pDancingCharacters;
const Song *m_pSong;
map<RString,BackgroundTransition> m_mapNameToTransition;
deque<BackgroundDef> m_RandomBGAnimations; // random background to choose from. These may or may not be loaded into m_BGAnimations.
std::map<RString,BackgroundTransition> m_mapNameToTransition;
std::deque<BackgroundDef> m_RandomBGAnimations; // random background to choose from. These may or may not be loaded into m_BGAnimations.
void LoadFromRandom( float fFirstBeat, float fEndBeat, const BackgroundChange &change );
bool IsDangerAllVisible();
@@ -107,13 +107,13 @@ protected:
// return true if created and added to m_BGAnimations
bool CreateBackground( const Song *pSong, const BackgroundDef &bd, Actor *pParent );
// return def of the background that was created and added to m_BGAnimations. calls CreateBackground
BackgroundDef CreateRandomBGA( const Song *pSong, const RString &sEffect, deque<BackgroundDef> &RandomBGAnimations, Actor *pParent );
BackgroundDef CreateRandomBGA( const Song *pSong, const RString &sEffect, std::deque<BackgroundDef> &RandomBGAnimations, Actor *pParent );
int FindBGSegmentForBeat( float fBeat ) const;
void UpdateCurBGChange( const Song *pSong, float fLastMusicSeconds, float fCurrentTime, const map<RString,BackgroundTransition> &mapNameToTransition );
void UpdateCurBGChange( const Song *pSong, float fLastMusicSeconds, float fCurrentTime, const std::map<RString,BackgroundTransition> &mapNameToTransition );
map<BackgroundDef,Actor*> m_BGAnimations;
vector<BackgroundChange> m_aBGChanges;
std::map<BackgroundDef,Actor*> m_BGAnimations;
std::vector<BackgroundChange> m_aBGChanges;
int m_iCurBGChangeIndex;
Actor *m_pCurrentBGA;
Actor *m_pFadingBGA;
@@ -179,7 +179,7 @@ void BackgroundImpl::Init()
// load transitions
{
ASSERT( m_mapNameToTransition.empty() );
vector<RString> vsPaths, vsNames;
std::vector<RString> vsPaths, vsNames;
BackgroundUtil::GetBackgroundTransitions( "", vsPaths, vsNames );
for( unsigned i=0; i<vsPaths.size(); i++ )
{
@@ -268,13 +268,13 @@ bool BackgroundImpl::Layer::CreateBackground( const Song *pSong, const Backgroun
ASSERT( m_BGAnimations.find(bd) == m_BGAnimations.end() );
// Resolve the background names
vector<RString> vsToResolve;
std::vector<RString> vsToResolve;
vsToResolve.push_back( bd.m_sFile1 );
vsToResolve.push_back( bd.m_sFile2 );
vector<RString> vsResolved;
std::vector<RString> vsResolved;
vsResolved.resize( vsToResolve.size() );
vector<LuaThreadVariable *> vsResolvedRef;
std::vector<LuaThreadVariable *> vsResolvedRef;
vsResolvedRef.resize( vsToResolve.size() );
for( unsigned i=0; i<vsToResolve.size(); i++ )
@@ -294,7 +294,7 @@ bool BackgroundImpl::Layer::CreateBackground( const Song *pSong, const Backgroun
* RandomMovies dir
* BGAnimations dir.
*/
vector<RString> vsPaths, vsThrowAway;
std::vector<RString> vsPaths, vsThrowAway;
// Look for BGAnims in the song dir
if( sToResolve == SONG_BACKGROUND_FILE )
@@ -364,7 +364,7 @@ bool BackgroundImpl::Layer::CreateBackground( const Song *pSong, const Backgroun
RString sEffectFile;
for( int i=0; i<2; i++ )
{
vector<RString> vsPaths, vsThrowAway;
std::vector<RString> vsPaths, vsThrowAway;
BackgroundUtil::GetBackgroundEffects( sEffect, vsPaths, vsThrowAway );
if( vsPaths.empty() )
{
@@ -396,7 +396,7 @@ bool BackgroundImpl::Layer::CreateBackground( const Song *pSong, const Backgroun
return true;
}
BackgroundDef BackgroundImpl::Layer::CreateRandomBGA( const Song *pSong, const RString &sEffect, deque<BackgroundDef> &RandomBGAnimations, Actor *pParent )
BackgroundDef BackgroundImpl::Layer::CreateRandomBGA( const Song *pSong, const RString &sEffect, std::deque<BackgroundDef> &RandomBGAnimations, Actor *pParent )
{
if( g_RandomBackgroundMode == BGMODE_OFF )
return BackgroundDef();
@@ -417,7 +417,7 @@ BackgroundDef BackgroundImpl::Layer::CreateRandomBGA( const Song *pSong, const R
if( !sEffect.empty() )
bd.m_sEffect = sEffect;
map<BackgroundDef,Actor*>::const_iterator iter = m_BGAnimations.find( bd );
std::map<BackgroundDef,Actor*>::const_iterator iter = m_BGAnimations.find( bd );
// create the background if it's not already created
if( iter == m_BGAnimations.end() )
@@ -436,7 +436,7 @@ void BackgroundImpl::LoadFromRandom( float fFirstBeat, float fEndBeat, const Bac
const TimingData &timing = m_pSong->m_SongTiming;
// change BG every time signature change or 4 measures
const vector<TimingSegment *> &tSigs = timing.GetTimingSegments(SEGMENT_TIME_SIG);
const std::vector<TimingSegment *> &tSigs = timing.GetTimingSegments(SEGMENT_TIME_SIG);
for (unsigned i = 0; i < tSigs.size(); i++)
{
@@ -444,9 +444,9 @@ void BackgroundImpl::LoadFromRandom( float fFirstBeat, float fEndBeat, const Bac
int iSegmentEndRow = (i + 1 == tSigs.size()) ? iEndRow : tSigs[i+1]->GetRow();
int time_signature_start= max(ts->GetRow(),iStartRow);
int time_signature_start= std::max(ts->GetRow(),iStartRow);
for(int j= time_signature_start;
j<min(iEndRow,iSegmentEndRow);
j<std::min(iEndRow,iSegmentEndRow);
j+= int(RAND_BG_CHANGE_MEASURES * ts->GetNoteRowsPerMeasure()))
{
// Don't fade. It causes frame rate dip, especially on slower machines.
@@ -473,7 +473,7 @@ void BackgroundImpl::LoadFromRandom( float fFirstBeat, float fEndBeat, const Bac
if(RAND_BG_CHANGES_WHEN_BPM_CHANGES)
{
// change BG every BPM change that is at the beginning of a measure
const vector<TimingSegment *> &bpms = timing.GetTimingSegments(SEGMENT_BPM);
const std::vector<TimingSegment *> &bpms = timing.GetTimingSegments(SEGMENT_BPM);
for( unsigned i=0; i<bpms.size(); i++ )
{
bool bAtBeginningOfMeasure = false;
@@ -520,7 +520,7 @@ void BackgroundImpl::LoadFromSong( const Song* pSong )
// Choose a bunch of backgrounds that we'll use for the random file marker
{
vector<RString> vsThrowAway, vsNames;
std::vector<RString> vsThrowAway, vsNames;
switch( g_RandomBackgroundMode )
{
default:
@@ -539,7 +539,7 @@ void BackgroundImpl::LoadFromSong( const Song* pSong )
// Pick the same random items every time the song is played.
RandomGen rnd( GetHashForString(pSong->GetSongDir()) );
random_shuffle( vsNames.begin(), vsNames.end(), rnd );
int iSize = min( (int)g_iNumBackgrounds, (int)vsNames.size() );
int iSize = std::min( (int)g_iNumBackgrounds, (int)vsNames.size() );
vsNames.resize( iSize );
for (RString const &s : vsNames)
@@ -718,7 +718,7 @@ int BackgroundImpl::Layer::FindBGSegmentForBeat( float fBeat ) const
}
/* If the BG segment has changed, move focus to it. Send Update() calls. */
void BackgroundImpl::Layer::UpdateCurBGChange( const Song *pSong, float fLastMusicSeconds, float fCurrentTime, const map<RString,BackgroundTransition> &mapNameToTransition )
void BackgroundImpl::Layer::UpdateCurBGChange( const Song *pSong, float fLastMusicSeconds, float fCurrentTime, const std::map<RString, BackgroundTransition> &mapNameToTransition )
{
ASSERT( fCurrentTime != GameState::MUSIC_SECONDS_INVALID );
@@ -750,7 +750,7 @@ void BackgroundImpl::Layer::UpdateCurBGChange( const Song *pSong, float fLastMus
m_pFadingBGA = m_pCurrentBGA;
map<BackgroundDef,Actor*>::const_iterator iter = m_BGAnimations.find( change.m_def );
std::map<BackgroundDef, Actor*>::const_iterator iter = m_BGAnimations.find( change.m_def );
if( iter == m_BGAnimations.end() )
{
XNode *pNode = change.m_def.CreateNode();
@@ -776,7 +776,7 @@ void BackgroundImpl::Layer::UpdateCurBGChange( const Song *pSong, float fLastMus
if( !change.m_sTransition.empty() )
{
map<RString,BackgroundTransition>::const_iterator lIter = mapNameToTransition.find( change.m_sTransition );
std::map<RString, BackgroundTransition>::const_iterator lIter = mapNameToTransition.find( change.m_sTransition );
if(lIter == mapNameToTransition.end())
{
LuaHelpers::ReportScriptErrorFmt("'%s' is not the name of a BackgroundTransition file.", change.m_sTransition.c_str());
@@ -811,7 +811,7 @@ void BackgroundImpl::Layer::UpdateCurBGChange( const Song *pSong, float fLastMus
}
/* This is unaffected by the music rate. */
float fDeltaTimeNoMusicRate = max( fDeltaTime / fRate, 0 );
float fDeltaTimeNoMusicRate = std::max( fDeltaTime / fRate, 0.0f );
if( m_pCurrentBGA )
m_pCurrentBGA->Update( fDeltaTimeNoMusicRate );
@@ -876,7 +876,7 @@ void BackgroundImpl::DrawPrimitives()
ActorFrame::DrawPrimitives();
}
void BackgroundImpl::GetLoadedBackgroundChanges( vector<BackgroundChange> *pBackgroundChangesOut[NUM_BackgroundLayer] )
void BackgroundImpl::GetLoadedBackgroundChanges( std::vector<BackgroundChange> *pBackgroundChangesOut[NUM_BackgroundLayer] )
{
FOREACH_BackgroundLayer( i )
*pBackgroundChangesOut[i] = m_Layer[i].m_aBGChanges;
@@ -988,7 +988,7 @@ void Background::Unload() { m_pImpl->Unload(); }
void Background::FadeToActualBrightness() { m_pImpl->FadeToActualBrightness(); }
void Background::SetBrightness( float fBrightness ) { m_pImpl->SetBrightness(fBrightness); }
DancingCharacters* Background::GetDancingCharacters() { return m_pImpl->GetDancingCharacters(); }
void Background::GetLoadedBackgroundChanges( vector<BackgroundChange> *pBackgroundChangesOut[NUM_BackgroundLayer] ) { m_pImpl->GetLoadedBackgroundChanges(pBackgroundChangesOut); }
void Background::GetLoadedBackgroundChanges( std::vector<BackgroundChange> *pBackgroundChangesOut[NUM_BackgroundLayer] ) { m_pImpl->GetLoadedBackgroundChanges(pBackgroundChangesOut); }
/*
* (c) 2001-2004 Chris Danford, Ben Nordstrom