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
+16
-16
@@ -83,7 +83,7 @@ NoteField::~NoteField()
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void NoteField::Unload()
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{
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for( map<RString, NoteDisplayCols *>::iterator it = m_NoteDisplays.begin();
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for( std::map<RString, NoteDisplayCols *>::iterator it = m_NoteDisplays.begin();
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it != m_NoteDisplays.end(); ++it )
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delete it->second;
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m_NoteDisplays.clear();
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@@ -134,7 +134,7 @@ void NoteField::CacheAllUsedNoteSkins()
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/* Cache all note skins that we might need for the whole song, course or battle
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* play, so we don't have to load them later (such as between course songs). */
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vector<RString> asSkinsLower;
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std::vector<RString> asSkinsLower;
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GAMESTATE->GetAllUsedNoteSkins( asSkinsLower );
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asSkinsLower.push_back( m_pPlayerState->m_PlayerOptions.GetStage().m_sNoteSkin );
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for (RString &s : asSkinsLower)
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@@ -148,7 +148,7 @@ void NoteField::CacheAllUsedNoteSkins()
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/* If we're changing note skins in the editor, we can have old note skins lying
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* around. Remove them so they don't accumulate. */
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set<RString> setNoteSkinsToUnload;
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std::set<RString> setNoteSkinsToUnload;
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for (std::pair<RString const &, NoteDisplayCols *> d : m_NoteDisplays)
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{
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bool unused = find(asSkinsLower.begin(), asSkinsLower.end(), d.first) == asSkinsLower.end();
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@@ -162,7 +162,7 @@ void NoteField::CacheAllUsedNoteSkins()
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NOTESKIN->ValidateNoteSkinName(sCurrentNoteSkinLower);
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sCurrentNoteSkinLower.MakeLower();
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map<RString, NoteDisplayCols *>::iterator it = m_NoteDisplays.find( sCurrentNoteSkinLower );
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std::map<RString, NoteDisplayCols*>::iterator it = m_NoteDisplays.find( sCurrentNoteSkinLower );
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ASSERT_M( it != m_NoteDisplays.end(), sCurrentNoteSkinLower );
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m_pCurDisplay = it->second;
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memset( m_pDisplays, 0, sizeof(m_pDisplays) );
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@@ -249,11 +249,11 @@ void NoteField::ensure_note_displays_have_skin()
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{
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sNoteSkinLower = "default";
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}
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m_NoteDisplays.insert(pair<RString, NoteDisplayCols *> (sNoteSkinLower, badIdea));
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m_NoteDisplays.insert(std::pair<RString, NoteDisplayCols *> (sNoteSkinLower, badIdea));
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}
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sNoteSkinLower.MakeLower();
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map<RString, NoteDisplayCols *>::iterator it = m_NoteDisplays.find( sNoteSkinLower );
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std::map<RString, NoteDisplayCols *>::iterator it = m_NoteDisplays.find( sNoteSkinLower );
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ASSERT_M( it != m_NoteDisplays.end(), ssprintf("iterator != m_NoteDisplays.end() [sNoteSkinLower = %s]",sNoteSkinLower.c_str()) );
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memset( m_pDisplays, 0, sizeof(m_pDisplays) );
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FOREACH_EnabledPlayer( pn )
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@@ -269,7 +269,7 @@ void NoteField::ensure_note_displays_have_skin()
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{
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sNoteSkinLower = "default";
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}
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m_NoteDisplays.insert(pair<RString, NoteDisplayCols *> (sNoteSkinLower, badIdea));
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m_NoteDisplays.insert(std::pair<RString, NoteDisplayCols *> (sNoteSkinLower, badIdea));
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}
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sNoteSkinLower.MakeLower();
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@@ -343,7 +343,7 @@ void NoteField::Update( float fDeltaTime )
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cur->m_GhostArrowRow.Update( fDeltaTime );
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if( m_FieldRenderArgs.fail_fade >= 0 )
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m_FieldRenderArgs.fail_fade = min( m_FieldRenderArgs.fail_fade + fDeltaTime/FADE_FAIL_TIME, 1 );
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m_FieldRenderArgs.fail_fade = std::min( m_FieldRenderArgs.fail_fade + fDeltaTime/FADE_FAIL_TIME, 1.0f );
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// Update fade to failed
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m_pCurDisplay->m_ReceptorArrowRow.SetFadeToFailPercent( m_FieldRenderArgs.fail_fade );
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@@ -590,7 +590,7 @@ static CacheNoteStat GetNumNotesFromBeginning( const PlayerState *pPlayerState,
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{
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// XXX: I realized that I have copied and pasted my binary search code 3 times already.
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// how can we abstract this?
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const vector<CacheNoteStat> &data = pPlayerState->m_CacheNoteStat;
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const std::vector<CacheNoteStat> &data = pPlayerState->m_CacheNoteStat;
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int max = data.size() - 1;
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int l = 0, r = max;
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while( l <= r )
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@@ -696,7 +696,7 @@ float FindLastDisplayedBeat( const PlayerState* pPlayerState, int iDrawDistanceB
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if( fSpeedMultiplier < 0.75 )
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{
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fLastBeatToDraw = min(fLastBeatToDraw, pPlayerState->GetDisplayedPosition().m_fSongBeat + 16);
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fLastBeatToDraw = std::min(fLastBeatToDraw, pPlayerState->GetDisplayedPosition().m_fSongBeat + 16);
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}
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return fLastBeatToDraw;
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@@ -789,7 +789,7 @@ void NoteField::DrawPrimitives()
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}
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const TimingData *pTiming = &m_pPlayerState->GetDisplayedTiming();
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const vector<TimingSegment*>* segs[NUM_TimingSegmentType];
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const std::vector<TimingSegment*>* segs[NUM_TimingSegmentType];
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FOREACH_TimingSegmentType( tst )
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segs[tst] = &(pTiming->GetTimingSegments(tst));
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@@ -798,7 +798,7 @@ void NoteField::DrawPrimitives()
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// Draw beat bars
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if( ( GAMESTATE->IsEditing() || SHOW_BEAT_BARS ) && pTiming != nullptr )
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{
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const vector<TimingSegment *> &tSigs = *segs[SEGMENT_TIME_SIG];
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const std::vector<TimingSegment *> &tSigs = *segs[SEGMENT_TIME_SIG];
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int iMeasureIndex = 0;
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for (i = 0; i < tSigs.size(); i++)
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{
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@@ -931,14 +931,14 @@ void NoteField::DrawPrimitives()
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break;
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case EditMode_Full:
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{
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vector<BackgroundChange>::iterator iter[NUM_BackgroundLayer];
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std::vector<BackgroundChange>::iterator iter[NUM_BackgroundLayer];
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FOREACH_BackgroundLayer( j )
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iter[j] = GAMESTATE->m_pCurSong->GetBackgroundChanges(j).begin();
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for(;;)
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{
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float fLowestBeat = FLT_MAX;
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vector<BackgroundLayer> viLowestIndex;
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std::vector<BackgroundLayer> viLowestIndex;
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FOREACH_BackgroundLayer( j )
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{
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@@ -970,7 +970,7 @@ void NoteField::DrawPrimitives()
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if( IS_ON_SCREEN(fLowestBeat) )
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{
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vector<RString> vsBGChanges;
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std::vector<RString> vsBGChanges;
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for (BackgroundLayer const &bl : viLowestIndex)
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{
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ASSERT( iter[bl] != GAMESTATE->m_pCurSong->GetBackgroundChanges(bl).end() );
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@@ -1058,7 +1058,7 @@ void NoteField::DrawBoardPrimitive()
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void NoteField::FadeToFail()
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{
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m_FieldRenderArgs.fail_fade = max( 0.0f, m_FieldRenderArgs.fail_fade ); // this will slowly increase every Update()
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m_FieldRenderArgs.fail_fade = std::max( 0.0f, m_FieldRenderArgs.fail_fade ); // this will slowly increase every Update()
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// don't fade all over again if this is called twice
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}
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