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
+34
-34
@@ -20,7 +20,7 @@ namespace
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{
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// lookup for efficiency from a DeviceInput to a GameInput
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// This is repopulated every time m_PItoDI changes by calling UpdateTempDItoPI().
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map<DeviceInput, GameInput> g_tempDItoGI;
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std::map<DeviceInput, GameInput> g_tempDItoGI;
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PlayerNumber g_JoinControllers;
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};
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@@ -75,7 +75,7 @@ void InputMapper::AddDefaultMappingsForCurrentGameIfUnmapped()
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FOREACH_ENUM( GameButton, j)
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ClearFromInputMap( GameInput(i, j), 2 );
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vector<AutoMappingEntry> aMaps;
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std::vector<AutoMappingEntry> aMaps;
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aMaps.reserve( 32 );
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for (AutoMappingEntry const &iter : g_DefaultKeyMappings.m_vMaps)
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@@ -599,9 +599,9 @@ void InputMapper::Unmap( InputDevice id )
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UpdateTempDItoGI();
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}
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void InputMapper::ApplyMapping( const vector<AutoMappingEntry> &vMmaps, GameController gc, InputDevice id )
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void InputMapper::ApplyMapping( const std::vector<AutoMappingEntry> &vMmaps, GameController gc, InputDevice id )
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{
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map<GameInput, int> MappedButtons;
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std::map<GameInput, int> MappedButtons;
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for (AutoMappingEntry const &iter : vMmaps)
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{
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GameController map_gc = gc;
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@@ -626,14 +626,14 @@ void InputMapper::ApplyMapping( const vector<AutoMappingEntry> &vMmaps, GameCont
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void InputMapper::AutoMapJoysticksForCurrentGame()
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{
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vector<InputDeviceInfo> vDevices;
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std::vector<InputDeviceInfo> vDevices;
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INPUTMAN->GetDevicesAndDescriptions(vDevices);
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// fill vector with all auto mappings
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vector<AutoMappings> vAutoMappings;
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std::vector<AutoMappings> vAutoMappings;
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{
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// file automaps - Add these first so that they can match before the hard-coded mappings
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vector<RString> vs;
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std::vector<RString> vs;
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GetDirListing( AUTOMAPPINGS_DIR "*.ini", vs, false, true );
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for (RString const &sFilePath : vs)
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{
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@@ -733,16 +733,16 @@ void InputMapper::ResetMappingsToDefault()
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AddDefaultMappingsForCurrentGameIfUnmapped();
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}
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void InputMapper::CheckButtonAndAddToReason(GameButton menu, vector<RString>& full_reason, RString const& sub_reason)
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void InputMapper::CheckButtonAndAddToReason(GameButton menu, std::vector<RString>& full_reason, RString const& sub_reason)
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{
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vector<GameInput> inputs;
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std::vector<GameInput> inputs;
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bool exists= false;
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// Only player 1 is checked because the player 2 buttons are rarely
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// unmapped and do not exist on some keyboard models. -Kyz
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GetInputScheme()->MenuButtonToGameInputs(menu, PLAYER_1, inputs);
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if(!inputs.empty())
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{
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vector<DeviceInput> device_inputs;
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std::vector<DeviceInput> device_inputs;
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for(GameInput &inp : inputs)
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{
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for(int slot= 0; slot < NUM_GAME_TO_DEVICE_SLOTS; ++slot)
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@@ -781,7 +781,7 @@ void InputMapper::CheckButtonAndAddToReason(GameButton menu, vector<RString>& fu
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}
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}
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void InputMapper::SanityCheckMappings(vector<RString>& reason)
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void InputMapper::SanityCheckMappings(std::vector<RString>& reason)
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{
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// This is just to check whether the current mapping has the minimum
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// necessary to navigate the menus so the user can reach the config screen.
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@@ -802,17 +802,17 @@ bool InputMapper::CheckForChangedInputDevicesAndRemap( RString &sMessageOut )
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// Only check for changes in joysticks since that's all we know how to remap.
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// update last seen joysticks
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vector<InputDeviceInfo> vDevices;
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std::vector<InputDeviceInfo> vDevices;
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INPUTMAN->GetDevicesAndDescriptions( vDevices );
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// Strip non-joysticks.
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vector<RString> vsLastSeenJoysticks;
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std::vector<RString> vsLastSeenJoysticks;
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// Don't use "," since some vendors have a name like "company Ltd., etc".
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// For now, use a pipe character. -aj, fix from Mordae.
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split( g_sLastSeenInputDevices, "|", vsLastSeenJoysticks );
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vector<RString> vsCurrent;
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vector<RString> vsCurrentJoysticks;
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std::vector<RString> vsCurrent;
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std::vector<RString> vsCurrentJoysticks;
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for( int i=vDevices.size()-1; i>=0; i-- )
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{
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vsCurrent.push_back( vDevices[i].sDesc );
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@@ -822,7 +822,7 @@ bool InputMapper::CheckForChangedInputDevicesAndRemap( RString &sMessageOut )
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}
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else
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{
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vector<RString>::iterator iter = find( vsLastSeenJoysticks.begin(), vsLastSeenJoysticks.end(), vDevices[i].sDesc );
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std::vector<RString>::iterator iter = find( vsLastSeenJoysticks.begin(), vsLastSeenJoysticks.end(), vDevices[i].sDesc );
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if( iter != vsLastSeenJoysticks.end() )
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vsLastSeenJoysticks.erase( iter );
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}
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@@ -832,7 +832,7 @@ bool InputMapper::CheckForChangedInputDevicesAndRemap( RString &sMessageOut )
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if( !bJoysticksChanged )
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return false;
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vector<RString> vsConnects, vsDisconnects;
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std::vector<RString> vsConnects, vsDisconnects;
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GetConnectsDisconnects( vsLastSeenJoysticks, vsCurrentJoysticks, vsDisconnects, vsConnects );
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sMessageOut = RString();
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@@ -944,7 +944,7 @@ void InputMapper::SetJoinControllers( PlayerNumber pn )
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}
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void InputMapper::MenuToGame( GameButton MenuI, PlayerNumber pn, vector<GameInput> &GameIout ) const
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void InputMapper::MenuToGame( GameButton MenuI, PlayerNumber pn, std::vector<GameInput> &GameIout ) const
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{
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if( g_JoinControllers != PLAYER_INVALID )
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pn = PLAYER_INVALID;
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@@ -981,7 +981,7 @@ bool InputMapper::IsBeingPressed( GameButton MenuI, PlayerNumber pn ) const
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{
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return false;
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}
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vector<GameInput> GameI;
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std::vector<GameInput> GameI;
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MenuToGame( MenuI, pn, GameI );
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for( size_t i=0; i<GameI.size(); i++ )
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if( IsBeingPressed(GameI[i]) )
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@@ -990,7 +990,7 @@ bool InputMapper::IsBeingPressed( GameButton MenuI, PlayerNumber pn ) const
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return false;
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}
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bool InputMapper::IsBeingPressed(const vector<GameInput>& GameI, MultiPlayer mp, const DeviceInputList *pButtonState ) const
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bool InputMapper::IsBeingPressed(const std::vector<GameInput>& GameI, MultiPlayer mp, const DeviceInputList *pButtonState ) const
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{
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bool pressed= false;
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for(size_t i= 0; i < GameI.size(); ++i)
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@@ -1021,7 +1021,7 @@ void InputMapper::RepeatStopKey( GameButton MenuI, PlayerNumber pn )
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{
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return;
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}
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vector<GameInput> GameI;
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std::vector<GameInput> GameI;
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MenuToGame( MenuI, pn, GameI );
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for( size_t i=0; i<GameI.size(); i++ )
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RepeatStopKey( GameI[i] );
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@@ -1042,7 +1042,7 @@ float InputMapper::GetSecsHeld( const GameInput &GameI, MultiPlayer mp ) const
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{
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if( mp != MultiPlayer_Invalid )
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DeviceI.device = MultiPlayerToInputDevice(mp);
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fMaxSecsHeld = max( fMaxSecsHeld, INPUTFILTER->GetSecsHeld(DeviceI) );
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fMaxSecsHeld = std::max( fMaxSecsHeld, INPUTFILTER->GetSecsHeld(DeviceI) );
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}
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}
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@@ -1057,10 +1057,10 @@ float InputMapper::GetSecsHeld( GameButton MenuI, PlayerNumber pn ) const
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}
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float fMaxSecsHeld = 0;
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vector<GameInput> GameI;
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std::vector<GameInput> GameI;
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MenuToGame( MenuI, pn, GameI );
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for( size_t i=0; i<GameI.size(); i++ )
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fMaxSecsHeld = max( fMaxSecsHeld, GetSecsHeld(GameI[i]) );
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fMaxSecsHeld = std::max( fMaxSecsHeld, GetSecsHeld(GameI[i]) );
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return fMaxSecsHeld;
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}
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@@ -1085,7 +1085,7 @@ void InputMapper::ResetKeyRepeat( GameButton MenuI, PlayerNumber pn )
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{
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return;
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}
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vector<GameInput> GameI;
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std::vector<GameInput> GameI;
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MenuToGame( MenuI, pn, GameI );
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for( size_t i=0; i<GameI.size(); i++ )
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ResetKeyRepeat( GameI[i] );
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@@ -1103,7 +1103,7 @@ float InputMapper::GetLevel( const GameInput &GameI ) const
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DeviceInput DeviceI;
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if( GameToDevice( GameI, i, DeviceI ) )
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fLevel = max( fLevel, INPUTFILTER->GetLevel(DeviceI) );
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fLevel = std::max( fLevel, INPUTFILTER->GetLevel(DeviceI) );
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}
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return fLevel;
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}
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@@ -1114,12 +1114,12 @@ float InputMapper::GetLevel( GameButton MenuI, PlayerNumber pn ) const
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{
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return 0.f;
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}
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vector<GameInput> GameI;
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std::vector<GameInput> GameI;
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MenuToGame( MenuI, pn, GameI );
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float fLevel = 0;
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for( size_t i=0; i<GameI.size(); i++ )
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fLevel = max( fLevel, GetLevel(GameI[i]) );
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fLevel = std::max( fLevel, GetLevel(GameI[i]) );
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return fLevel;
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}
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@@ -1147,11 +1147,11 @@ GameButton InputScheme::ButtonNameToIndex( const RString &sButtonName ) const
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return GameButton_Invalid;
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}
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void InputScheme::MenuButtonToGameInputs( GameButton MenuI, PlayerNumber pn, vector<GameInput> &GameIout ) const
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void InputScheme::MenuButtonToGameInputs( GameButton MenuI, PlayerNumber pn, std::vector<GameInput> &GameIout ) const
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{
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ASSERT( MenuI != GameButton_Invalid );
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vector<GameButton> aGameButtons;
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std::vector<GameButton> aGameButtons;
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MenuButtonToGameButtons( MenuI, aGameButtons );
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for (GameButton const &gb : aGameButtons)
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{
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@@ -1167,7 +1167,7 @@ void InputScheme::MenuButtonToGameInputs( GameButton MenuI, PlayerNumber pn, vec
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}
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}
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void InputScheme::MenuButtonToGameButtons( GameButton MenuI, vector<GameButton> &aGameButtons ) const
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void InputScheme::MenuButtonToGameButtons( GameButton MenuI, std::vector<GameButton> &aGameButtons ) const
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{
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ASSERT( MenuI != GameButton_Invalid );
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@@ -1283,7 +1283,7 @@ void InputMappings::ReadMappings( const InputScheme *pInputScheme, RString sFile
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if( !GameI.IsValid() )
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continue;
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vector<RString> sDeviceInputStrings;
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std::vector<RString> sDeviceInputStrings;
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split( value, DEVICE_INPUT_SEPARATOR, sDeviceInputStrings, false );
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for( unsigned j=0; j<sDeviceInputStrings.size() && j<unsigned(NUM_GAME_TO_DEVICE_SLOTS); j++ )
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@@ -1317,8 +1317,8 @@ void InputMappings::WriteMappings( const InputScheme *pInputScheme, RString sFil
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{
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GameInput GameI( i, j );
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RString sNameString = GameI.ToString( pInputScheme );
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vector<RString> asValues;
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std::vector<RString> asValues;
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for( int slot = 0; slot < NUM_USER_GAME_TO_DEVICE_SLOTS; ++slot ) // don't save data from the last (keyboard automap) slot
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asValues.push_back( m_GItoDI[i][j][slot].ToString() );
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