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