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

Fix whitespace changes
This commit is contained in:
Michael Sundqvist
2022-07-31 22:14:38 +02:00
committed by Martin Natano
parent f0680a29fc
commit 0cba3579de
534 changed files with 3456 additions and 3488 deletions
+8 -8
View File
@@ -92,7 +92,7 @@ struct AutoMappings
RString m_sDriverRegex; // reported by InputHandler
RString m_sControllerName; // the product name of the controller
vector<AutoMappingEntry> m_vMaps;
std::vector<AutoMappingEntry> m_vMaps;
};
class InputScheme
@@ -111,8 +111,8 @@ public:
GameButton ButtonNameToIndex( const RString &sButtonName ) const;
GameButton GameButtonToMenuButton( GameButton gb ) const;
void MenuButtonToGameInputs( GameButton MenuI, PlayerNumber pn, vector<GameInput> &GameIout ) const;
void MenuButtonToGameButtons( GameButton MenuI, vector<GameButton> &aGameButtons ) const;
void MenuButtonToGameInputs( GameButton MenuI, PlayerNumber pn, std::vector<GameInput> &GameIout ) const;
void MenuButtonToGameButtons( GameButton MenuI, std::vector<GameButton> &aGameButtons ) const;
const GameButtonInfo *GetGameButtonInfo( GameButton gb ) const;
const char *GetGameButtonName( GameButton gb ) const;
};
@@ -152,8 +152,8 @@ public:
void ReadMappingsFromDisk();
void SaveMappingsToDisk();
void ResetMappingsToDefault();
void CheckButtonAndAddToReason(GameButton menu, vector<RString>& full_reason, RString const& sub_reason);
void SanityCheckMappings(vector<RString>& reason);
void CheckButtonAndAddToReason(GameButton menu, std::vector<RString>& full_reason, RString const& sub_reason);
void SanityCheckMappings(std::vector<RString>& reason);
void ClearAllMappings();
@@ -171,7 +171,7 @@ public:
bool GameToDevice( const GameInput &GameI, int iSlotNum, DeviceInput& DeviceI ) const; // return true if there is a mapping from pad to device
GameButton GameButtonToMenuButton( GameButton gb ) const;
void MenuToGame( GameButton MenuI, PlayerNumber pn, vector<GameInput> &GameIout ) const;
void MenuToGame( GameButton MenuI, PlayerNumber pn, std::vector<GameInput> &GameIout ) const;
PlayerNumber ControllerToPlayerNumber( GameController controller ) const;
float GetSecsHeld( const GameInput &GameI, MultiPlayer mp = MultiPlayer_Invalid ) const;
@@ -179,7 +179,7 @@ public:
bool IsBeingPressed( const GameInput &GameI, MultiPlayer mp = MultiPlayer_Invalid, const DeviceInputList *pButtonState = nullptr ) const;
bool IsBeingPressed( GameButton MenuI, PlayerNumber pn ) const;
bool IsBeingPressed(const vector<GameInput>& GameI, MultiPlayer mp = MultiPlayer_Invalid, const DeviceInputList *pButtonState = nullptr ) const;
bool IsBeingPressed(const std::vector<GameInput>& GameI, MultiPlayer mp = MultiPlayer_Invalid, const DeviceInputList *pButtonState = nullptr ) const;
void ResetKeyRepeat( const GameInput &GameI );
void ResetKeyRepeat( GameButton MenuI, PlayerNumber pn );
@@ -194,7 +194,7 @@ public:
static MultiPlayer InputDeviceToMultiPlayer( InputDevice id );
void Unmap( InputDevice device );
void ApplyMapping( const vector<AutoMappingEntry> &vMmaps, GameController gc, InputDevice id );
void ApplyMapping( const std::vector<AutoMappingEntry> &vMmaps, GameController gc, InputDevice id );
protected:
InputMappings m_mappings;