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
+46
-46
@@ -49,14 +49,14 @@ void TimingWindowSecondsInit( size_t /*TimingWindow*/ i, RString &sNameOut, floa
|
||||
*/
|
||||
class JudgedRows
|
||||
{
|
||||
vector<bool> m_vRows;
|
||||
std::vector<bool> m_vRows;
|
||||
int m_iStart;
|
||||
int m_iOffset;
|
||||
|
||||
void Resize( size_t iMin )
|
||||
{
|
||||
size_t iNewSize = max( 2*m_vRows.size(), iMin );
|
||||
vector<bool> vNewRows( m_vRows.begin() + m_iOffset, m_vRows.end() );
|
||||
size_t iNewSize = std::max( 2*m_vRows.size(), iMin );
|
||||
std::vector<bool> vNewRows( m_vRows.begin() + m_iOffset, m_vRows.end() );
|
||||
vNewRows.reserve( iNewSize );
|
||||
vNewRows.insert( vNewRows.end(), m_vRows.begin(), m_vRows.begin() + m_iOffset );
|
||||
vNewRows.resize( iNewSize, false );
|
||||
@@ -457,7 +457,7 @@ void Player::Init(
|
||||
fMaxBPM = (M_MOD_HIGH_CAP > 0 ?
|
||||
bpms.GetMaxWithin(M_MOD_HIGH_CAP) :
|
||||
bpms.GetMax());
|
||||
fMaxBPM = max( 0, fMaxBPM );
|
||||
fMaxBPM = std::max( 0.0f, fMaxBPM );
|
||||
}
|
||||
|
||||
// we can't rely on the displayed BPMs, so manually calculate.
|
||||
@@ -474,7 +474,7 @@ void Player::Init(
|
||||
e.pSong->m_SongTiming.GetActualBPM( fThrowAway, fMaxForEntry, M_MOD_HIGH_CAP );
|
||||
else
|
||||
e.pSong->m_SongTiming.GetActualBPM( fThrowAway, fMaxForEntry );
|
||||
fMaxBPM = max( fMaxForEntry, fMaxBPM );
|
||||
fMaxBPM = std::max( fMaxForEntry, fMaxBPM );
|
||||
}
|
||||
}
|
||||
else
|
||||
@@ -600,7 +600,7 @@ static void GenerateCacheDataStructure(PlayerState *pPlayerState, const NoteData
|
||||
|
||||
pPlayerState->m_CacheDisplayedBeat.clear();
|
||||
|
||||
const vector<TimingSegment*> vScrolls = pPlayerState->GetDisplayedTiming().GetTimingSegments( SEGMENT_SCROLL );
|
||||
const std::vector<TimingSegment*> vScrolls = pPlayerState->GetDisplayedTiming().GetTimingSegments( SEGMENT_SCROLL );
|
||||
|
||||
float displayedBeat = 0.0f;
|
||||
float lastRealBeat = 0.0f;
|
||||
@@ -879,7 +879,7 @@ void Player::Update( float fDeltaTime )
|
||||
|
||||
float fMiniPercent = m_pPlayerState->m_PlayerOptions.GetCurrent().m_fEffects[PlayerOptions::EFFECT_MINI];
|
||||
float fTinyPercent = m_pPlayerState->m_PlayerOptions.GetCurrent().m_fEffects[PlayerOptions::EFFECT_TINY];
|
||||
float fJudgmentZoom = min( powf(0.5f, fMiniPercent+fTinyPercent), 1.0f );
|
||||
float fJudgmentZoom = std::min( powf(0.5f, fMiniPercent+fTinyPercent), 1.0f );
|
||||
|
||||
// Update Y positions
|
||||
{
|
||||
@@ -953,7 +953,7 @@ void Player::Update( float fDeltaTime )
|
||||
ASSERT( m_pPlayerState != nullptr );
|
||||
|
||||
// TODO: Remove use of PlayerNumber.
|
||||
vector<GameInput> GameI;
|
||||
std::vector<GameInput> GameI;
|
||||
GAMESTATE->GetCurrentStyle(GetPlayerState()->m_PlayerNumber)->StyleInputToGameInput( col, m_pPlayerState->m_PlayerNumber, GameI );
|
||||
|
||||
bool bIsHoldingButton= INPUTMAPPER->IsBeingPressed(GameI);
|
||||
@@ -1003,15 +1003,15 @@ void Player::Update( float fDeltaTime )
|
||||
float largestWindow = 0.0f;
|
||||
const auto &disabledWindows = m_pPlayerState->m_PlayerOptions.GetCurrent().m_twDisabledWindows;
|
||||
if (!disabledWindows[TW_W1])
|
||||
largestWindow = max(largestWindow, GetWindowSeconds(TW_W1));
|
||||
largestWindow = std::max(largestWindow, GetWindowSeconds(TW_W1));
|
||||
if (!disabledWindows[TW_W2])
|
||||
largestWindow = max(largestWindow, GetWindowSeconds(TW_W2));
|
||||
largestWindow = std::max(largestWindow, GetWindowSeconds(TW_W2));
|
||||
if (!disabledWindows[TW_W3])
|
||||
largestWindow = max(largestWindow, GetWindowSeconds(TW_W3));
|
||||
largestWindow = std::max(largestWindow, GetWindowSeconds(TW_W3));
|
||||
if (!disabledWindows[TW_W4])
|
||||
largestWindow = max(largestWindow, GetWindowSeconds(TW_W4));
|
||||
largestWindow = std::max(largestWindow, GetWindowSeconds(TW_W4));
|
||||
if (!disabledWindows[TW_W5])
|
||||
largestWindow = max(largestWindow, GetWindowSeconds(TW_W5));
|
||||
largestWindow = std::max(largestWindow, GetWindowSeconds(TW_W5));
|
||||
|
||||
// We have to check the unjudged notes that are within the
|
||||
// timing window. Let's find the cutoff point! (lastCheckRow)
|
||||
@@ -1025,7 +1025,7 @@ void Player::Update( float fDeltaTime )
|
||||
// note on a track (== column/arrow direction), so we have to
|
||||
// keep track for which tracks we have already seen an unjudged
|
||||
// note.
|
||||
vector<bool> seenTracks(m_NoteData.GetNumTracks(), false);
|
||||
std::vector<bool> seenTracks(m_NoteData.GetNumTracks(), false);
|
||||
|
||||
for(auto iter = *m_pIterNeedsTapJudging; !iter.IsAtEnd() && iter.Row() <= lastCheckRow; ++iter)
|
||||
{
|
||||
@@ -1057,7 +1057,7 @@ void Player::Update( float fDeltaTime )
|
||||
if (!tn.result.bHeld)
|
||||
{
|
||||
PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
|
||||
vector<GameInput> input;
|
||||
std::vector<GameInput> input;
|
||||
GAMESTATE->GetCurrentStyle(pn)->StyleInputToGameInput(track, pn, input);
|
||||
|
||||
tn.result.bHeld = INPUTMAPPER->IsBeingPressed(input, m_pPlayerState->m_mp);
|
||||
@@ -1075,7 +1075,7 @@ void Player::Update( float fDeltaTime )
|
||||
++iter;
|
||||
}
|
||||
|
||||
vector<TrackRowTapNote> vHoldNotesToGradeTogether;
|
||||
std::vector<TrackRowTapNote> vHoldNotesToGradeTogether;
|
||||
int iRowOfLastHoldNote = -1;
|
||||
NoteData::all_tracks_iterator iter = *m_pIterNeedsHoldJudging; // copy
|
||||
for( ; !iter.IsAtEnd() && iter.Row() <= iSongRow; ++iter )
|
||||
@@ -1098,7 +1098,7 @@ void Player::Update( float fDeltaTime )
|
||||
break;
|
||||
case TapNoteSubType_Roll:
|
||||
{
|
||||
vector<TrackRowTapNote> v;
|
||||
std::vector<TrackRowTapNote> v;
|
||||
v.push_back( trtn );
|
||||
UpdateHoldNotes( iSongRow, fDeltaTime, v );
|
||||
}
|
||||
@@ -1177,7 +1177,7 @@ void Player::Update( float fDeltaTime )
|
||||
}
|
||||
|
||||
// Update a group of holds with shared scoring/life. All of these holds will have the same start row.
|
||||
void Player::UpdateHoldNotes( int iSongRow, float fDeltaTime, vector<TrackRowTapNote> &vTN )
|
||||
void Player::UpdateHoldNotes( int iSongRow, float fDeltaTime, std::vector<TrackRowTapNote> &vTN )
|
||||
{
|
||||
ASSERT( !vTN.empty() );
|
||||
|
||||
@@ -1323,7 +1323,7 @@ void Player::UpdateHoldNotes( int iSongRow, float fDeltaTime, vector<TrackRowTap
|
||||
}
|
||||
else
|
||||
{
|
||||
vector<GameInput> GameI;
|
||||
std::vector<GameInput> GameI;
|
||||
GAMESTATE->GetCurrentStyle(GetPlayerState()->m_PlayerNumber)->StyleInputToGameInput( iTrack, pn, GameI );
|
||||
|
||||
bIsHoldingButton &= INPUTMAPPER->IsBeingPressed(GameI, m_pPlayerState->m_mp);
|
||||
@@ -1344,7 +1344,7 @@ void Player::UpdateHoldNotes( int iSongRow, float fDeltaTime, vector<TrackRowTap
|
||||
int iEndRow = iStartRow + tn.iDuration;
|
||||
|
||||
//LOG->Trace(ssprintf("trying for min between iSongRow (%i) and iEndRow (%i) (duration %i)",iSongRow,iEndRow,tn.iDuration));
|
||||
tn.HoldResult.iLastHeldRow = min( iSongRow, iEndRow );
|
||||
tn.HoldResult.iLastHeldRow = std::min( iSongRow, iEndRow );
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1388,7 +1388,7 @@ void Player::UpdateHoldNotes( int iSongRow, float fDeltaTime, vector<TrackRowTap
|
||||
//LOG->Trace("fLife before minus: %f",fLife);
|
||||
fLife -= fDeltaTime / GetWindowSeconds(window);
|
||||
//LOG->Trace("fLife before clamp: %f",fLife);
|
||||
fLife = max(0, fLife);
|
||||
fLife = std::max(0.0f, fLife);
|
||||
//LOG->Trace("fLife after: %f",fLife);
|
||||
}
|
||||
break;
|
||||
@@ -1404,7 +1404,7 @@ void Player::UpdateHoldNotes( int iSongRow, float fDeltaTime, vector<TrackRowTap
|
||||
|
||||
// Decrease life
|
||||
fLife -= fDeltaTime/GetWindowSeconds(TW_Roll);
|
||||
fLife = max( fLife, 0 ); // clamp
|
||||
fLife = std::max( fLife, 0.0f ); // clamp
|
||||
break;
|
||||
/*
|
||||
case TapNoteSubType_Mine:
|
||||
@@ -1551,7 +1551,7 @@ void Player::UpdateHoldNotes( int iSongRow, float fDeltaTime, vector<TrackRowTap
|
||||
if( tn.iKeysoundIndex >= 0 && tn.iKeysoundIndex < (int) m_vKeysounds.size() )
|
||||
{
|
||||
float factor = (tn.subType == TapNoteSubType_Roll ? 2.0f * fLifeFraction : 10.0f * fLifeFraction - 8.5f);
|
||||
m_vKeysounds[tn.iKeysoundIndex].SetProperty ("Volume", max(0.0f, min(1.0f, factor)) * fVol);
|
||||
m_vKeysounds[tn.iKeysoundIndex].SetProperty ("Volume", std::max(0.0f, std::min(1.0f, factor)) * fVol);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1581,7 +1581,7 @@ void Player::ApplyWaitingTransforms()
|
||||
|
||||
float fStartBeat, fEndBeat;
|
||||
mod.GetRealtimeAttackBeats( GAMESTATE->m_pCurSong, m_pPlayerState, fStartBeat, fEndBeat );
|
||||
fEndBeat = min( fEndBeat, m_NoteData.GetLastBeat() );
|
||||
fEndBeat = std::min( fEndBeat, m_NoteData.GetLastBeat() );
|
||||
|
||||
LOG->Trace( "Applying transform '%s' from %f to %f to '%s'", mod.sModifiers.c_str(), fStartBeat, fEndBeat,
|
||||
GAMESTATE->m_pCurSong->GetTranslitMainTitle().c_str() );
|
||||
@@ -2003,7 +2003,7 @@ void Player::ScoreAllActiveHoldsLetGo()
|
||||
{
|
||||
// Since this is being called every frame, let's not check the whole array every time.
|
||||
// Instead, only check 1 beat back. Even 1 is overkill.
|
||||
const int iStartCheckingAt = max( 0, iSongRow-BeatToNoteRow(1) );
|
||||
const int iStartCheckingAt = std::max( 0, iSongRow-BeatToNoteRow(1) );
|
||||
NoteData::TrackMap::iterator begin, end;
|
||||
m_NoteData.GetTapNoteRangeInclusive( iTrack, iStartCheckingAt, iSongRow+1, begin, end );
|
||||
for( ; begin != end; ++begin )
|
||||
@@ -2082,7 +2082,7 @@ void Player::Step( int col, int row, const RageTimer &tm, bool bHeld, bool bRele
|
||||
// Let's not check the whole array every time.
|
||||
// Instead, only check 1 beat back. Even 1 is overkill.
|
||||
// Just update the life here and let Update judge the roll.
|
||||
const int iStartCheckingAt = max( 0, iSongRow-BeatToNoteRow(1) );
|
||||
const int iStartCheckingAt = std::max( 0, iSongRow-BeatToNoteRow(1) );
|
||||
NoteData::TrackMap::iterator begin, end;
|
||||
m_NoteData.GetTapNoteRangeInclusive( col, iStartCheckingAt, iSongRow+1, begin, end );
|
||||
for( ; begin != end; ++begin )
|
||||
@@ -2119,7 +2119,7 @@ void Player::Step( int col, int row, const RageTimer &tm, bool bHeld, bool bRele
|
||||
* Do this even if we're a little beyond the end of the hold note, to make sure
|
||||
* iLastHeldRow is clamped to iEndRow if the hold note is held all the way. */
|
||||
//LOG->Trace("setting iLastHeldRow to min of iSongRow (%i) and iEndRow (%i)",iSongRow,iEndRow);
|
||||
tn.HoldResult.iLastHeldRow = min( iSongRow, iEndRow );
|
||||
tn.HoldResult.iLastHeldRow = std::min( iSongRow, iEndRow );
|
||||
}
|
||||
|
||||
// If the song beat is in the range of this hold:
|
||||
@@ -2156,12 +2156,12 @@ void Player::Step( int col, int row, const RageTimer &tm, bool bHeld, bool bRele
|
||||
int iNumTracksHeld = 0;
|
||||
for( int t=0; t<m_NoteData.GetNumTracks(); t++ )
|
||||
{
|
||||
vector<GameInput> GameI;
|
||||
std::vector<GameInput> GameI;
|
||||
GAMESTATE->GetCurrentStyle(GetPlayerState()->m_PlayerNumber)->StyleInputToGameInput( t, pn, GameI );
|
||||
float secs_held= 0.0f;
|
||||
for(size_t i= 0; i < GameI.size(); ++i)
|
||||
{
|
||||
secs_held= max(secs_held, INPUTMAPPER->GetSecsHeld( GameI[i] ));
|
||||
secs_held= std::max(secs_held, INPUTMAPPER->GetSecsHeld( GameI[i] ));
|
||||
}
|
||||
if( secs_held > 0 && secs_held < m_fTimingWindowJump )
|
||||
iNumTracksHeld++;
|
||||
@@ -2200,7 +2200,7 @@ void Player::Step( int col, int row, const RageTimer &tm, bool bHeld, bool bRele
|
||||
* Either option would fundamentally change the grading of two quick notes
|
||||
* "jack hammers." Hmm.
|
||||
*/
|
||||
const int iStepSearchRows = max(
|
||||
const int iStepSearchRows = std::max(
|
||||
BeatToNoteRow( m_Timing->GetBeatFromElapsedTime( m_pPlayerState->m_Position.m_fMusicSeconds + StepSearchDistance ) ) - iSongRow,
|
||||
iSongRow - BeatToNoteRow( m_Timing->GetBeatFromElapsedTime( m_pPlayerState->m_Position.m_fMusicSeconds - StepSearchDistance ) )
|
||||
) + ROWS_PER_BEAT;
|
||||
@@ -2652,7 +2652,7 @@ void Player::UpdateJudgedRows()
|
||||
// handle mines.
|
||||
{
|
||||
bAllJudged = true;
|
||||
set<RageSound *> setSounds;
|
||||
std::set<RageSound *> setSounds;
|
||||
NoteData::all_tracks_iterator iter = *m_pIterUnjudgedMineRows; // copy
|
||||
int iLastSeenRow = -1;
|
||||
for( ; !iter.IsAtEnd() && iter.Row() <= iEndRow; ++iter )
|
||||
@@ -2790,7 +2790,7 @@ void Player::CrossedRows( int iLastRowCrossed, const RageTimer &now )
|
||||
if( !REQUIRE_STEP_ON_HOLD_HEADS )
|
||||
{
|
||||
PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
|
||||
vector<GameInput> GameI;
|
||||
std::vector<GameInput> GameI;
|
||||
GAMESTATE->GetCurrentStyle(GetPlayerState()->m_PlayerNumber)->StyleInputToGameInput( iTrack, pn, GameI );
|
||||
if( PREFSMAN->m_fPadStickSeconds > 0.f )
|
||||
{
|
||||
@@ -2818,7 +2818,7 @@ void Player::CrossedRows( int iLastRowCrossed, const RageTimer &now )
|
||||
// Hold the panel while crossing a mine will cause the mine to explode
|
||||
// TODO: Remove use of PlayerNumber.
|
||||
PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
|
||||
vector<GameInput> GameI;
|
||||
std::vector<GameInput> GameI;
|
||||
GAMESTATE->GetCurrentStyle(GetPlayerState()->m_PlayerNumber)->StyleInputToGameInput( iTrack, pn, GameI );
|
||||
if( PREFSMAN->m_fPadStickSeconds > 0.0f )
|
||||
{
|
||||
@@ -2897,7 +2897,7 @@ void Player::CrossedRows( int iLastRowCrossed, const RageTimer &now )
|
||||
if( tickCurrent > 0 && r % ( ROWS_PER_BEAT / tickCurrent ) == 0 )
|
||||
{
|
||||
|
||||
vector<int> viColsWithHold;
|
||||
std::vector<int> viColsWithHold;
|
||||
int iNumHoldsHeldThisRow = 0;
|
||||
int iNumHoldsMissedThisRow = 0;
|
||||
|
||||
@@ -3021,7 +3021,7 @@ void Player::HandleTapRowScore( unsigned row )
|
||||
|
||||
// new max combo
|
||||
if( m_pPlayerStageStats )
|
||||
m_pPlayerStageStats->m_iMaxCombo = max(m_pPlayerStageStats->m_iMaxCombo, iCurCombo);
|
||||
m_pPlayerStageStats->m_iMaxCombo = std::max(m_pPlayerStageStats->m_iMaxCombo, iCurCombo);
|
||||
|
||||
/* Use the real current beat, not the beat we've been passed. That's because
|
||||
* we want to record the current life/combo to the current time; eg. if it's
|
||||
@@ -3050,7 +3050,7 @@ void Player::HandleTapRowScore( unsigned row )
|
||||
void Player::HandleHoldCheckpoint(int iRow,
|
||||
int iNumHoldsHeldThisRow,
|
||||
int iNumHoldsMissedThisRow,
|
||||
const vector<int> &viColsWithHold )
|
||||
const std::vector<int> &viColsWithHold )
|
||||
{
|
||||
bool bNoCheating = true;
|
||||
#ifdef DEBUG
|
||||
@@ -3146,16 +3146,16 @@ void Player::HandleHoldScore( const TapNote &tn )
|
||||
float Player::GetMaxStepDistanceSeconds()
|
||||
{
|
||||
float fMax = 0;
|
||||
fMax = max( fMax, GetWindowSeconds(TW_W5) );
|
||||
fMax = max( fMax, GetWindowSeconds(TW_W4) );
|
||||
fMax = max( fMax, GetWindowSeconds(TW_W3) );
|
||||
fMax = max( fMax, GetWindowSeconds(TW_W2) );
|
||||
fMax = max( fMax, GetWindowSeconds(TW_W1) );
|
||||
fMax = max( fMax, GetWindowSeconds(TW_Mine) );
|
||||
fMax = max( fMax, GetWindowSeconds(TW_Hold) );
|
||||
fMax = max( fMax, GetWindowSeconds(TW_Roll) );
|
||||
fMax = max( fMax, GetWindowSeconds(TW_Attack) );
|
||||
fMax = max( fMax, GetWindowSeconds(TW_Checkpoint) );
|
||||
fMax = std::max( fMax, GetWindowSeconds(TW_W5) );
|
||||
fMax = std::max( fMax, GetWindowSeconds(TW_W4) );
|
||||
fMax = std::max( fMax, GetWindowSeconds(TW_W3) );
|
||||
fMax = std::max( fMax, GetWindowSeconds(TW_W2) );
|
||||
fMax = std::max( fMax, GetWindowSeconds(TW_W1) );
|
||||
fMax = std::max( fMax, GetWindowSeconds(TW_Mine) );
|
||||
fMax = std::max( fMax, GetWindowSeconds(TW_Hold) );
|
||||
fMax = std::max( fMax, GetWindowSeconds(TW_Roll) );
|
||||
fMax = std::max( fMax, GetWindowSeconds(TW_Attack) );
|
||||
fMax = std::max( fMax, GetWindowSeconds(TW_Checkpoint) );
|
||||
float f = GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate * fMax;
|
||||
return f + m_fMaxInputLatencySeconds;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user