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
+45 -45
View File
@@ -91,7 +91,7 @@ void OptionRowHandler::GetIconTextAndGameCommand( int iFirstSelection, RString &
gcOut.Init();
}
void OptionRowHandlerUtil::SelectExactlyOne( int iSelection, vector<bool> &vbSelectedOut )
void OptionRowHandlerUtil::SelectExactlyOne( int iSelection, std::vector<bool> &vbSelectedOut )
{
ASSERT_M( iSelection >= 0 && iSelection < (int) vbSelectedOut.size(),
ssprintf("%d/%u",iSelection, unsigned(vbSelectedOut.size())) );
@@ -99,7 +99,7 @@ void OptionRowHandlerUtil::SelectExactlyOne( int iSelection, vector<bool> &vbSel
vbSelectedOut[i] = i==iSelection;
}
int OptionRowHandlerUtil::GetOneSelection( const vector<bool> &vbSelected )
int OptionRowHandlerUtil::GetOneSelection( const std::vector<bool> &vbSelected )
{
int iRet = -1;
for( unsigned i=0; i<vbSelected.size(); i++ )
@@ -132,10 +132,10 @@ static LocalizedString OFF ( "OptionRowHandler", "Off" );
class OptionRowHandlerList : public OptionRowHandler
{
public:
vector<GameCommand> m_aListEntries;
std::vector<GameCommand> m_aListEntries;
GameCommand m_Default;
bool m_bUseModNameForIcon;
vector<RString> m_vsBroadcastOnExport;
std::vector<RString> m_vsBroadcastOnExport;
OptionRowHandlerList() { Init(); }
virtual void Init()
@@ -244,11 +244,11 @@ public:
}
return true;
}
void ImportOption( OptionRow *pRow, const vector<PlayerNumber> &vpns, vector<bool> vbSelectedOut[NUM_PLAYERS] ) const
void ImportOption( OptionRow *pRow, const std::vector<PlayerNumber> &vpns, std::vector<bool> vbSelectedOut[NUM_PLAYERS] ) const
{
for (PlayerNumber const &p : vpns)
{
vector<bool> &vbSelOut = vbSelectedOut[p];
std::vector<bool> &vbSelOut = vbSelectedOut[p];
bool bUseFallbackOption = true;
@@ -309,11 +309,11 @@ public:
}
}
int ExportOption( const vector<PlayerNumber> &vpns, const vector<bool> vbSelected[NUM_PLAYERS] ) const
int ExportOption( const std::vector<PlayerNumber> &vpns, const std::vector<bool> vbSelected[NUM_PLAYERS] ) const
{
for (PlayerNumber const &p : vpns)
{
const vector<bool> &vbSel = vbSelected[p];
const std::vector<bool> &vbSel = vbSelected[p];
m_Default.Apply( p );
for( unsigned i=0; i<vbSel.size(); i++ )
@@ -356,15 +356,15 @@ public:
}
};
static void SortNoteSkins( vector<RString> &asSkinNames )
static void SortNoteSkins( std::vector<RString> &asSkinNames )
{
set<RString> setSkinNames;
std::set<RString> setSkinNames;
setSkinNames.insert( asSkinNames.begin(), asSkinNames.end() );
vector<RString> asSorted;
std::vector<RString> asSorted;
split( NOTE_SKIN_SORT_ORDER, ",", asSorted );
set<RString> setUnusedSkinNames( setSkinNames );
std::set<RString> setUnusedSkinNames( setSkinNames );
asSkinNames.clear();
for (RString const &sSkin : asSorted)
@@ -386,7 +386,7 @@ class OptionRowHandlerListNoteSkins : public OptionRowHandlerList
m_Def.m_bOneChoiceForAllPlayers = false;
m_Def.m_bAllowThemeItems = false; // we theme the text ourself
vector<RString> arraySkinNames;
std::vector<RString> arraySkinNames;
NOTESKIN->GetNoteSkinNames( arraySkinNames );
SortNoteSkins( arraySkinNames );
@@ -438,7 +438,7 @@ class OptionRowHandlerListSteps : public OptionRowHandlerList
m_Def.m_bOneChoiceForAllPlayers = (bool)PREFSMAN->m_bLockCourseDifficulties;
m_Def.m_layoutType = StringToLayoutType( STEPS_ROW_LAYOUT_TYPE );
vector<Trail*> vTrails;
std::vector<Trail*> vTrails;
GAMESTATE->m_pCurCourse->GetTrails( vTrails, GAMESTATE->GetCurrentStyle(GAMESTATE->GetMasterPlayerNumber())->m_StepsType );
for( unsigned i=0; i<vTrails.size(); i++ )
{
@@ -456,7 +456,7 @@ class OptionRowHandlerListSteps : public OptionRowHandlerList
{
m_Def.m_layoutType = StringToLayoutType( STEPS_ROW_LAYOUT_TYPE );
vector<Steps*> vpSteps;
std::vector<Steps*> vpSteps;
Song *pSong = GAMESTATE->m_pCurSong;
SongUtil::GetSteps( pSong, vpSteps, GAMESTATE->GetCurrentStyle(GAMESTATE->GetMasterPlayerNumber())->m_StepsType );
StepsUtil::RemoveLockedSteps( pSong, vpSteps );
@@ -517,8 +517,8 @@ public:
BroadcastOnChangePtr<Steps> *m_ppStepsToFill;
BroadcastOnChange<Difficulty> *m_pDifficultyToFill;
const BroadcastOnChange<StepsType> *m_pst;
vector<Steps*> m_vSteps;
vector<Difficulty> m_vDifficulties;
std::vector<Steps*> m_vSteps;
std::vector<Difficulty> m_vDifficulties;
OptionRowHandlerSteps() { Init(); }
void Init()
@@ -618,16 +618,16 @@ public:
m_ppStepsToFill->Set( m_vSteps[0] );
return true;
}
virtual void ImportOption( OptionRow *pRow, const vector<PlayerNumber> &vpns, vector<bool> vbSelectedOut[NUM_PLAYERS] ) const
virtual void ImportOption( OptionRow *pRow, const std::vector<PlayerNumber> &vpns, std::vector<bool> vbSelectedOut[NUM_PLAYERS] ) const
{
for (PlayerNumber const &p : vpns)
{
vector<bool> &vbSelOut = vbSelectedOut[p];
std::vector<bool> &vbSelOut = vbSelectedOut[p];
ASSERT( m_vSteps.size() == vbSelOut.size() );
// look for matching steps
vector<Steps*>::const_iterator iter = find( m_vSteps.begin(), m_vSteps.end(), m_ppStepsToFill->Get() );
std::vector<Steps*>::const_iterator iter = find( m_vSteps.begin(), m_vSteps.end(), m_ppStepsToFill->Get() );
if( iter != m_vSteps.end() )
{
unsigned i = iter - m_vSteps.begin();
@@ -639,14 +639,14 @@ public:
if( m_pDifficultyToFill )
{
// use the old style for now.
for (vector<Difficulty>::const_iterator d = m_vDifficulties.begin(); d != m_vDifficulties.end(); ++d)
for (std::vector<Difficulty>::const_iterator d = m_vDifficulties.begin(); d != m_vDifficulties.end(); ++d)
{
unsigned i = d - m_vDifficulties.begin();
if( *d == GAMESTATE->m_PreferredDifficulty[p] )
{
vbSelOut[i] = true;
matched= true;
vector<PlayerNumber> v;
std::vector<PlayerNumber> v;
v.push_back( p );
ExportOption( v, vbSelectedOut ); // current steps changed
break;
@@ -660,11 +660,11 @@ public:
}
}
}
virtual int ExportOption( const vector<PlayerNumber> &vpns, const vector<bool> vbSelected[NUM_PLAYERS] ) const
virtual int ExportOption( const std::vector<PlayerNumber> &vpns, const std::vector<bool> vbSelected[NUM_PLAYERS] ) const
{
for (PlayerNumber const &p : vpns)
{
const vector<bool> &vbSel = vbSelected[p];
const std::vector<bool> &vbSel = vbSelected[p];
int index = OptionRowHandlerUtil::GetOneSelection( vbSel );
Difficulty dc = m_vDifficulties[index];
@@ -695,7 +695,7 @@ class OptionRowHandlerListCharacters: public OptionRowHandlerList
m_aListEntries.push_back( mc );
}
vector<Character*> vpCharacters;
std::vector<Character*> vpCharacters;
CHARMAN->GetCharacters( vpCharacters );
for( unsigned i=0; i<vpCharacters.size(); i++ )
{
@@ -720,7 +720,7 @@ class OptionRowHandlerListStyles: public OptionRowHandlerList
m_Def.m_sName = "Style";
m_Def.m_bAllowThemeItems = false; // we theme the text ourself
vector<const Style*> vStyles;
std::vector<const Style*> vStyles;
GAMEMAN->GetStylesForGame( GAMESTATE->m_pCurGame, vStyles );
ASSERT( vStyles.size() != 0 );
for (Style const *s : vStyles)
@@ -745,7 +745,7 @@ class OptionRowHandlerListGroups: public OptionRowHandlerList
m_Def.m_sName = "Group";
m_Default.m_sSongGroup = GROUP_ALL;
vector<RString> vSongGroups;
std::vector<RString> vSongGroups;
SONGMAN->GetSongGroupNames( vSongGroups );
ASSERT( vSongGroups.size() != 0 );
@@ -803,7 +803,7 @@ class OptionRowHandlerListSongsInCurrentSongGroup: public OptionRowHandlerList
{
virtual bool LoadInternal( const Commands & )
{
const vector<Song*> &vpSongs = SONGMAN->GetSongs( GAMESTATE->m_sPreferredSongGroup );
const std::vector<Song*> &vpSongs = SONGMAN->GetSongs( GAMESTATE->m_sPreferredSongGroup );
if( GAMESTATE->m_pCurSong == nullptr )
GAMESTATE->m_pCurSong.Set( vpSongs[0] );
@@ -1161,7 +1161,7 @@ public:
return effect;
}
virtual void ImportOption( OptionRow *pRow, const vector<PlayerNumber> &vpns, vector<bool> vbSelectedOut[NUM_PLAYERS] ) const
virtual void ImportOption( OptionRow *pRow, const std::vector<PlayerNumber> &vpns, std::vector<bool> vbSelectedOut[NUM_PLAYERS] ) const
{
if(!m_TableIsSane)
{
@@ -1173,7 +1173,7 @@ public:
for (PlayerNumber const &p : vpns)
{
vector<bool> &vbSelOut = vbSelectedOut[p];
std::vector<bool> &vbSelOut = vbSelectedOut[p];
/* Evaluate the LoadSelections(self,array,pn) function, where
* array is a table representing vbSelectedOut. */
@@ -1218,7 +1218,7 @@ public:
LUA->Release(L);
}
virtual int ExportOption( const vector<PlayerNumber> &vpns, const vector<bool> vbSelected[NUM_PLAYERS] ) const
virtual int ExportOption( const std::vector<PlayerNumber> &vpns, const std::vector<bool> vbSelected[NUM_PLAYERS] ) const
{
if(!m_TableIsSane)
{
@@ -1231,12 +1231,12 @@ public:
int effects = 0;
for (PlayerNumber const &p : vpns)
{
const vector<bool> &vbSel = vbSelected[p];
const std::vector<bool> &vbSel = vbSelected[p];
/* Evaluate SaveSelections(self,array,pn) function, where array is
* a table representing vbSelectedOut. */
vector<bool> vbSelectedCopy = vbSel;
std::vector<bool> vbSelectedCopy = vbSel;
// Create the vbSelectedOut table.
LuaHelpers::CreateTableFromArrayB( L, vbSelectedCopy );
@@ -1361,23 +1361,23 @@ public:
m_Def.m_sName = m_pOpt->name;
return true;
}
virtual void ImportOption( OptionRow *, const vector<PlayerNumber> &vpns, vector<bool> vbSelectedOut[NUM_PLAYERS] ) const
virtual void ImportOption( OptionRow *, const std::vector<PlayerNumber> &vpns, std::vector<bool> vbSelectedOut[NUM_PLAYERS] ) const
{
for (PlayerNumber const &p : vpns)
{
vector<bool> &vbSelOut = vbSelectedOut[p];
std::vector<bool> &vbSelOut = vbSelectedOut[p];
int iSelection = m_pOpt->Get();
OptionRowHandlerUtil::SelectExactlyOne( iSelection, vbSelOut );
}
}
virtual int ExportOption( const vector<PlayerNumber> &vpns, const vector<bool> vbSelected[NUM_PLAYERS] ) const
virtual int ExportOption( const std::vector<PlayerNumber> &vpns, const std::vector<bool> vbSelected[NUM_PLAYERS] ) const
{
bool bChanged = false;
for (PlayerNumber const &p : vpns)
{
const vector<bool> &vbSel = vbSelected[p];
const std::vector<bool> &vbSel = vbSelected[p];
int iSel = OptionRowHandlerUtil::GetOneSelection(vbSel);
@@ -1403,7 +1403,7 @@ class OptionRowHandlerStepsType : public OptionRowHandler
{
public:
BroadcastOnChange<StepsType> *m_pstToFill;
vector<StepsType> m_vStepsTypesToShow;
std::vector<StepsType> m_vStepsTypesToShow;
OptionRowHandlerStepsType() { Init(); }
void Init()
@@ -1458,16 +1458,16 @@ public:
return true;
}
virtual void ImportOption( OptionRow *pRow, const vector<PlayerNumber> &vpns, vector<bool> vbSelectedOut[NUM_PLAYERS] ) const
virtual void ImportOption( OptionRow *pRow, const std::vector<PlayerNumber> &vpns, std::vector<bool> vbSelectedOut[NUM_PLAYERS] ) const
{
for (PlayerNumber const &p : vpns)
{
vector<bool> &vbSelOut = vbSelectedOut[p];
std::vector<bool> &vbSelOut = vbSelectedOut[p];
if( GAMESTATE->m_pCurSteps[0] )
{
StepsType st = GAMESTATE->m_pCurSteps[0]->m_StepsType;
vector<StepsType>::const_iterator iter = find( m_vStepsTypesToShow.begin(), m_vStepsTypesToShow.end(), st );
std::vector<StepsType>::const_iterator iter = find( m_vStepsTypesToShow.begin(), m_vStepsTypesToShow.end(), st );
if( iter != m_vStepsTypesToShow.end() )
{
unsigned i = iter - m_vStepsTypesToShow.begin();
@@ -1478,11 +1478,11 @@ public:
vbSelOut[0] = true;
}
}
virtual int ExportOption( const vector<PlayerNumber> &vpns, const vector<bool> vbSelected[NUM_PLAYERS] ) const
virtual int ExportOption( const std::vector<PlayerNumber> &vpns, const std::vector<bool> vbSelected[NUM_PLAYERS] ) const
{
for (PlayerNumber const &p : vpns)
{
const vector<bool> &vbSel = vbSelected[p];
const std::vector<bool> &vbSel = vbSelected[p];
int index = OptionRowHandlerUtil::GetOneSelection( vbSel );
m_pstToFill->Set( m_vStepsTypesToShow[index] );
@@ -1520,10 +1520,10 @@ public:
m_Def.m_vsChoices.push_back( "" );
return true;
}
virtual void ImportOption( OptionRow *pRow, const vector<PlayerNumber> &vpns, vector<bool> vbSelectedOut[NUM_PLAYERS] ) const
virtual void ImportOption( OptionRow *pRow, const std::vector<PlayerNumber> &vpns, std::vector<bool> vbSelectedOut[NUM_PLAYERS] ) const
{
}
virtual int ExportOption( const vector<PlayerNumber> &vpns, const vector<bool> vbSelected[NUM_PLAYERS] ) const
virtual int ExportOption( const std::vector<PlayerNumber> &vpns, const std::vector<bool> vbSelected[NUM_PLAYERS] ) const
{
if( vbSelected[PLAYER_1][0] || vbSelected[PLAYER_2][0] )
m_gc.ApplyToAllPlayers();