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
+24 -24
View File
@@ -192,14 +192,14 @@ struct NoteResource
Actor *m_pActor; // todo: AutoActor me? -aj
};
static map<NoteSkinAndPath, NoteResource *> g_NoteResource;
static std::map<NoteSkinAndPath, NoteResource *> g_NoteResource;
static NoteResource *MakeNoteResource( const RString &sButton, const RString &sElement, PlayerNumber pn, GameController gc, bool bSpriteOnly )
{
RString sElementAndType = ssprintf( "%s, %s", sButton.c_str(), sElement.c_str() );
NoteSkinAndPath nsap( NOTESKIN->GetCurrentNoteSkin(), sElementAndType, pn, gc );
map<NoteSkinAndPath, NoteResource *>::iterator it = g_NoteResource.find( nsap );
std::map<NoteSkinAndPath, NoteResource *>::iterator it = g_NoteResource.find( nsap );
if( it == g_NoteResource.end() )
{
NoteResource *pRes = new NoteResource( nsap );
@@ -421,7 +421,7 @@ void NoteDisplay::Load( int iColNum, const PlayerState* pPlayerState, float fYRe
m_fYReverseOffsetPixels = fYReverseOffsetPixels;
const PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
vector<GameInput> GameI;
std::vector<GameInput> GameI;
GAMESTATE->GetCurrentStyle(pPlayerState->m_PlayerNumber)->StyleInputToGameInput( iColNum, pn, GameI );
const RString &sButton = GAMESTATE->GetCurrentStyle(pPlayerState->m_PlayerNumber)->ColToButtonName( iColNum );
@@ -473,10 +473,10 @@ bool NoteDisplay::IsOnScreen( float fBeat, int iCol, int iDrawDistanceAfterTarge
bool NoteDisplay::DrawHoldsInRange(const NoteFieldRenderArgs& field_args,
const NoteColumnRenderArgs& column_args,
const vector<NoteData::TrackMap::const_iterator>& tap_set)
const std::vector<NoteData::TrackMap::const_iterator>& tap_set)
{
bool any_upcoming = false;
for(vector<NoteData::TrackMap::const_iterator>::const_iterator tapit=
for(std::vector<NoteData::TrackMap::const_iterator>::const_iterator tapit=
tap_set.begin(); tapit != tap_set.end(); ++tapit)
{
const TapNote& tn= (*tapit)->second;
@@ -539,7 +539,7 @@ bool NoteDisplay::DrawHoldsInRange(const NoteFieldRenderArgs& field_args,
bool NoteDisplay::DrawTapsInRange(const NoteFieldRenderArgs& field_args,
const NoteColumnRenderArgs& column_args,
const vector<NoteData::TrackMap::const_iterator>& tap_set)
const std::vector<NoteData::TrackMap::const_iterator>& tap_set)
{
bool any_upcoming= false;
@@ -651,7 +651,7 @@ void NoteDisplay::Update( float fDeltaTime )
{
/* This function is static: it's called once per game loop, not once per
* NoteDisplay. Update each cached item exactly once. */
map<NoteSkinAndPath, NoteResource *>::iterator it;
std::map<NoteSkinAndPath, NoteResource *>::iterator it;
for( it = g_NoteResource.begin(); it != g_NoteResource.end(); ++it )
{
NoteResource *pRes = it->second;
@@ -752,7 +752,7 @@ enum hold_part_type
hpt_bottom,
};
void NoteDisplay::DrawHoldPart(vector<Sprite*> &vpSpr,
void NoteDisplay::DrawHoldPart(std::vector<Sprite*> &vpSpr,
const NoteFieldRenderArgs& field_args,
const NoteColumnRenderArgs& column_args,
const draw_hold_part_args& part_args, bool glow, int part_type)
@@ -765,7 +765,7 @@ void NoteDisplay::DrawHoldPart(vector<Sprite*> &vpSpr,
// draw manually in small segments
RectF rect = *pSprite->GetCurrentTextureCoordRect();
if(part_args.flip_texture_vertically)
swap(rect.top, rect.bottom);
std::swap(rect.top, rect.bottom);
const float fFrameWidth = pSprite->GetUnzoomedWidth();
const float unzoomed_frame_height= pSprite->GetUnzoomedHeight();
@@ -773,12 +773,12 @@ void NoteDisplay::DrawHoldPart(vector<Sprite*> &vpSpr,
* very long, don't process or draw the part outside of the range. Don't change
* part_args.y_top or part_args.y_bottom; they need to be left alone to calculate texture coordinates. */
// If hold body, draw texture to the outside screen.(fix by A.C)
float y_start_pos = (part_type == hpt_body) ? part_args.y_top : max(part_args.y_top, part_args.y_start_pos);
float y_start_pos = (part_type == hpt_body) ? part_args.y_top : std::max(part_args.y_top, part_args.y_start_pos);
if (part_args.y_top < part_args.y_start_pos - unzoomed_frame_height)
{
y_start_pos = fmod((y_start_pos - part_args.y_start_pos), unzoomed_frame_height) + part_args.y_start_pos;
}
float y_end_pos = min(part_args.y_bottom, part_args.y_end_pos);
float y_end_pos = std::min(part_args.y_bottom, part_args.y_end_pos);
const float color_scale= glow ? 1 : part_args.color_scale;
if(part_type == hpt_body)
{
@@ -1051,8 +1051,8 @@ void NoteDisplay::DrawHoldPart(vector<Sprite*> &vpSpr,
}
}
void NoteDisplay::DrawHoldBodyInternal(vector<Sprite*>& sprite_top,
vector<Sprite*>& sprite_body, vector<Sprite*>& sprite_bottom,
void NoteDisplay::DrawHoldBodyInternal(std::vector<Sprite*>& sprite_top,
std::vector<Sprite*>& sprite_body, std::vector<Sprite*>& sprite_bottom,
const NoteFieldRenderArgs& field_args,
const NoteColumnRenderArgs& column_args,
draw_hold_part_args& part_args,
@@ -1093,15 +1093,15 @@ void NoteDisplay::DrawHoldBody(const TapNote& tn,
part_args.percent_fade_to_fail= percent_fade_to_fail;
part_args.color_scale= color_scale;
part_args.overlapped_time= tn.HoldResult.fOverlappedTime;
vector<Sprite*> vpSprTop;
std::vector<Sprite*> vpSprTop;
Sprite *pSpriteTop = GetHoldSprite( m_HoldTopCap, NotePart_HoldTopCap, beat, tn.subType == TapNoteSubType_Roll, being_held && !cache->m_bHoldActiveIsAddLayer );
vpSprTop.push_back( pSpriteTop );
vector<Sprite*> vpSprBody;
std::vector<Sprite*> vpSprBody;
Sprite *pSpriteBody = GetHoldSprite( m_HoldBody, NotePart_HoldBody, beat, tn.subType == TapNoteSubType_Roll, being_held && !cache->m_bHoldActiveIsAddLayer );
vpSprBody.push_back( pSpriteBody );
vector<Sprite*> vpSprBottom;
std::vector<Sprite*> vpSprBottom;
Sprite *pSpriteBottom = GetHoldSprite( m_HoldBottomCap, NotePart_HoldBottomCap, beat, tn.subType == TapNoteSubType_Roll, being_held && !cache->m_bHoldActiveIsAddLayer );
vpSprBottom.push_back( pSpriteBottom );
@@ -1119,8 +1119,8 @@ void NoteDisplay::DrawHoldBody(const TapNote& tn,
part_args.flip_texture_vertically = reverse && cache->m_bFlipHoldBodyWhenReverse;
if(part_args.flip_texture_vertically)
{
swap( vpSprTop, vpSprBottom );
swap( pSpriteTop, pSpriteBottom );
std::swap( vpSprTop, vpSprBottom );
std::swap( pSpriteTop, pSpriteBottom );
}
const bool bWavyPartsNeedZBuffer = ArrowEffects::NeedZBuffer();
@@ -1151,7 +1151,7 @@ void NoteDisplay::DrawHoldBody(const TapNote& tn,
field_args.draw_pixels_before_targets, m_fYReverseOffsetPixels);
if(reverse)
{
swap(part_args.y_start_pos, part_args.y_end_pos);
std::swap(part_args.y_start_pos, part_args.y_end_pos);
}
// So that part_args.y_start_pos can be changed when drawing the bottom.
const float original_y_start_pos= part_args.y_start_pos;
@@ -1189,7 +1189,7 @@ void NoteDisplay::DrawHold(const TapNote& tn,
// bDrawGlowOnly is a little hacky. We need to draw the diffuse part and the glow part one pass at a time to minimize state changes
bool bReverse = m_pPlayerState->m_PlayerOptions.GetCurrent().GetReversePercentForColumn(column_args.column) > 0.5f;
float fStartBeat = NoteRowToBeat( max(tn.HoldResult.iLastHeldRow, iRow) );
float fStartBeat = NoteRowToBeat( std::max(tn.HoldResult.iLastHeldRow, iRow) );
float fThrowAway = 0;
// HACK: If life > 0, don't set YOffset to 0 so that it doesn't jiggle around the receptor.
@@ -1213,7 +1213,7 @@ void NoteDisplay::DrawHold(const TapNote& tn,
// Swap in reverse, so fStartYOffset is always the offset higher on the screen.
if( bReverse )
swap( fStartYOffset, fEndYOffset );
std::swap( fStartYOffset, fEndYOffset );
const float fYHead= ArrowEffects::GetYPos(m_pPlayerState, column_args.column, fStartYOffset, m_fYReverseOffsetPixels);
const float fYTail= ArrowEffects::GetYPos(m_pPlayerState, column_args.column, fEndYOffset, m_fYReverseOffsetPixels);
@@ -1349,7 +1349,7 @@ void NoteDisplay::DrawActor(const TapNote& tn, Actor* pActor, NotePart part,
{
case NoteColorType_Denominator:
color = float( BeatToNoteType( fBeat ) );
color = clamp( color, 0, (cache->m_iNoteColorCount[part]-1) );
color = clamp( color, 0.0f, (float) (cache->m_iNoteColorCount[part]-1) );
break;
case NoteColorType_Progress:
color = fmodf( ceilf( fBeat * cache->m_iNoteColorCount[part] ), (float)cache->m_iNoteColorCount[part] );
@@ -1545,8 +1545,8 @@ void NoteColumnRenderer::DrawPrimitives()
// lists to the displays to draw.
// The vector in the NUM_PlayerNumber slot should stay empty, not worth
// optimizing it out. -Kyz
vector<vector<NoteData::TrackMap::const_iterator> > holds(PLAYER_INVALID+1);
vector<vector<NoteData::TrackMap::const_iterator> > taps(PLAYER_INVALID+1);
std::vector<std::vector<NoteData::TrackMap::const_iterator> > holds(PLAYER_INVALID+1);
std::vector<std::vector<NoteData::TrackMap::const_iterator> > taps(PLAYER_INVALID+1);
NoteData::TrackMap::const_iterator begin, end;
m_field_render_args->note_data->GetTapNoteRangeInclusive(m_column,
m_field_render_args->first_row, m_field_render_args->last_row+1, begin, end);