Remove global "using namespace std;" declarations, use "std::" prefixes on all std elements
Fix whitespace changes
This commit is contained in:
committed by
Martin Natano
parent
f0680a29fc
commit
0cba3579de
+15
-15
@@ -80,11 +80,11 @@ static MusicPlaying *g_Playing;
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static RageThread MusicThread;
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vector<RString> g_SoundsToPlayOnce;
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vector<RString> g_SoundsToPlayOnceFromDir;
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vector<RString> g_SoundsToPlayOnceFromAnnouncer;
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std::vector<RString> g_SoundsToPlayOnce;
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std::vector<RString> g_SoundsToPlayOnceFromDir;
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std::vector<RString> g_SoundsToPlayOnceFromAnnouncer;
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// This should get updated to unordered_map when once C++11 is supported
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std::map<RString, vector<int>> g_DirSoundOrder;
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std::map<RString, std::vector<int>> g_DirSoundOrder;
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struct MusicToPlay
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{
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@@ -100,7 +100,7 @@ struct MusicToPlay
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HasTiming = false;
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}
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};
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vector<MusicToPlay> g_MusicsToPlay;
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std::vector<MusicToPlay> g_MusicsToPlay;
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static GameSoundManager::PlayMusicParams g_FallbackMusicParams;
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static void StartMusic( MusicToPlay &ToPlay )
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@@ -242,7 +242,7 @@ static void StartMusic( MusicToPlay &ToPlay )
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const float fSecondToStartOn = g_Playing->m_Timing.GetElapsedTimeFromBeatNoOffset( fCurBeatToStartOn );
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const float fMaximumDistance = 2;
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const float fDistance = min( fSecondToStartOn - GAMESTATE->m_Position.m_fMusicSeconds, fMaximumDistance );
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const float fDistance = std::min( fSecondToStartOn - GAMESTATE->m_Position.m_fMusicSeconds, fMaximumDistance );
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when = GAMESTATE->m_Position.m_LastBeatUpdate + fDistance;
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}
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@@ -293,7 +293,7 @@ static void DoPlayOnceFromDir( RString sPath )
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if( sPath.Right(1) != "/" )
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sPath += "/";
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vector<RString> arraySoundFiles;
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std::vector<RString> arraySoundFiles;
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GetDirListing( sPath + "*.mp3", arraySoundFiles );
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GetDirListing( sPath + "*.wav", arraySoundFiles );
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GetDirListing( sPath + "*.ogg", arraySoundFiles );
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@@ -310,7 +310,7 @@ static void DoPlayOnceFromDir( RString sPath )
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}
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g_Mutex->Lock();
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vector<int> &order = g_DirSoundOrder.insert({sPath, vector<int>()}).first->second;
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std::vector<int> &order = g_DirSoundOrder.insert({sPath, std::vector<int>()}).first->second;
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// If order is exhausted, repopulate and reshuffle
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if (order.size() == 0)
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{
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@@ -340,13 +340,13 @@ static bool SoundWaiting()
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static void StartQueuedSounds()
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{
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g_Mutex->Lock();
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vector<RString> aSoundsToPlayOnce = g_SoundsToPlayOnce;
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std::vector<RString> aSoundsToPlayOnce = g_SoundsToPlayOnce;
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g_SoundsToPlayOnce.clear();
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vector<RString> aSoundsToPlayOnceFromDir = g_SoundsToPlayOnceFromDir;
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std::vector<RString> aSoundsToPlayOnceFromDir = g_SoundsToPlayOnceFromDir;
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g_SoundsToPlayOnceFromDir.clear();
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vector<RString> aSoundsToPlayOnceFromAnnouncer = g_SoundsToPlayOnceFromAnnouncer;
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std::vector<RString> aSoundsToPlayOnceFromAnnouncer = g_SoundsToPlayOnceFromAnnouncer;
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g_SoundsToPlayOnceFromAnnouncer.clear();
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vector<MusicToPlay> aMusicsToPlay = g_MusicsToPlay;
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std::vector<MusicToPlay> aMusicsToPlay = g_MusicsToPlay;
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g_MusicsToPlay.clear();
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g_Mutex->Unlock();
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@@ -507,7 +507,7 @@ float GameSoundManager::GetFrameTimingAdjustment( float fDeltaTime )
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return 0;
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/* Subtract the extra delay. */
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return min( -fExtraDelay, 0 );
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return std::min( -fExtraDelay, 0.0f );
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}
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void GameSoundManager::Update( float fDeltaTime )
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@@ -638,7 +638,7 @@ void GameSoundManager::Update( float fDeltaTime )
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float fSongBeat = GAMESTATE->m_Position.m_fSongBeat;
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int iRowNow = BeatToNoteRowNotRounded( fSongBeat );
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iRowNow = max( 0, iRowNow );
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iRowNow = std::max( 0, iRowNow );
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int iBeatNow = iRowNow / ROWS_PER_BEAT;
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@@ -900,7 +900,7 @@ LUA_REGISTER_CLASS(GameSoundManager);
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int LuaFunc_get_sound_driver_list(lua_State* L);
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int LuaFunc_get_sound_driver_list(lua_State* L)
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{
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vector<RString> driver_names;
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std::vector<RString> driver_names;
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split(RageSoundDriver::GetDefaultSoundDriverList(), ",", driver_names, true);
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lua_createtable(L, driver_names.size(), 0);
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for(size_t n= 0; n < driver_names.size(); ++n)
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