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
+8
-8
@@ -92,7 +92,7 @@ struct AutoMappings
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RString m_sDriverRegex; // reported by InputHandler
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RString m_sControllerName; // the product name of the controller
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vector<AutoMappingEntry> m_vMaps;
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std::vector<AutoMappingEntry> m_vMaps;
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};
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class InputScheme
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@@ -111,8 +111,8 @@ public:
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GameButton ButtonNameToIndex( const RString &sButtonName ) const;
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GameButton GameButtonToMenuButton( GameButton gb ) const;
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void MenuButtonToGameInputs( GameButton MenuI, PlayerNumber pn, vector<GameInput> &GameIout ) const;
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void MenuButtonToGameButtons( GameButton MenuI, vector<GameButton> &aGameButtons ) const;
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void MenuButtonToGameInputs( GameButton MenuI, PlayerNumber pn, std::vector<GameInput> &GameIout ) const;
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void MenuButtonToGameButtons( GameButton MenuI, std::vector<GameButton> &aGameButtons ) const;
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const GameButtonInfo *GetGameButtonInfo( GameButton gb ) const;
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const char *GetGameButtonName( GameButton gb ) const;
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};
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@@ -152,8 +152,8 @@ public:
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void ReadMappingsFromDisk();
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void SaveMappingsToDisk();
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void ResetMappingsToDefault();
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void CheckButtonAndAddToReason(GameButton menu, vector<RString>& full_reason, RString const& sub_reason);
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void SanityCheckMappings(vector<RString>& reason);
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void CheckButtonAndAddToReason(GameButton menu, std::vector<RString>& full_reason, RString const& sub_reason);
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void SanityCheckMappings(std::vector<RString>& reason);
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void ClearAllMappings();
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@@ -171,7 +171,7 @@ public:
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bool GameToDevice( const GameInput &GameI, int iSlotNum, DeviceInput& DeviceI ) const; // return true if there is a mapping from pad to device
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GameButton GameButtonToMenuButton( GameButton gb ) const;
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void MenuToGame( GameButton MenuI, PlayerNumber pn, vector<GameInput> &GameIout ) const;
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void MenuToGame( GameButton MenuI, PlayerNumber pn, std::vector<GameInput> &GameIout ) const;
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PlayerNumber ControllerToPlayerNumber( GameController controller ) const;
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float GetSecsHeld( const GameInput &GameI, MultiPlayer mp = MultiPlayer_Invalid ) const;
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@@ -179,7 +179,7 @@ public:
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bool IsBeingPressed( const GameInput &GameI, MultiPlayer mp = MultiPlayer_Invalid, const DeviceInputList *pButtonState = nullptr ) const;
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bool IsBeingPressed( GameButton MenuI, PlayerNumber pn ) const;
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bool IsBeingPressed(const vector<GameInput>& GameI, MultiPlayer mp = MultiPlayer_Invalid, const DeviceInputList *pButtonState = nullptr ) const;
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bool IsBeingPressed(const std::vector<GameInput>& GameI, MultiPlayer mp = MultiPlayer_Invalid, const DeviceInputList *pButtonState = nullptr ) const;
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void ResetKeyRepeat( const GameInput &GameI );
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void ResetKeyRepeat( GameButton MenuI, PlayerNumber pn );
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@@ -194,7 +194,7 @@ public:
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static MultiPlayer InputDeviceToMultiPlayer( InputDevice id );
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void Unmap( InputDevice device );
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void ApplyMapping( const vector<AutoMappingEntry> &vMmaps, GameController gc, InputDevice id );
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void ApplyMapping( const std::vector<AutoMappingEntry> &vMmaps, GameController gc, InputDevice id );
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protected:
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InputMappings m_mappings;
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