Remove global "using namespace std;" declarations, use "std::" prefixes on all std elements

Fix whitespace changes
This commit is contained in:
Michael Sundqvist
2022-07-31 22:14:38 +02:00
committed by Martin Natano
parent f0680a29fc
commit 0cba3579de
534 changed files with 3456 additions and 3488 deletions
+29 -29
View File
@@ -248,8 +248,8 @@ bool PlayerInfo::IsEnabled()
FAIL_M("Invalid non-dummy player.");
}
vector<PlayerInfo>::iterator
GetNextEnabledPlayerInfo( vector<PlayerInfo>::iterator iter, vector<PlayerInfo> &v )
std::vector<PlayerInfo>::iterator
GetNextEnabledPlayerInfo( std::vector<PlayerInfo>::iterator iter, std::vector<PlayerInfo> &v )
{
for( ; iter != v.end(); ++iter )
{
@@ -260,8 +260,8 @@ GetNextEnabledPlayerInfo( vector<PlayerInfo>::iterator iter, vector<PlayerInfo>
return iter;
}
vector<PlayerInfo>::iterator
GetNextEnabledPlayerInfoNotDummy( vector<PlayerInfo>::iterator iter, vector<PlayerInfo> &v )
std::vector<PlayerInfo>::iterator
GetNextEnabledPlayerInfoNotDummy( std::vector<PlayerInfo>::iterator iter, std::vector<PlayerInfo> &v )
{
for( ; iter != v.end(); iter++ )
{
@@ -274,8 +274,8 @@ GetNextEnabledPlayerInfoNotDummy( vector<PlayerInfo>::iterator iter, vector<Play
return iter;
}
vector<PlayerInfo>::iterator
GetNextEnabledPlayerNumberInfo( vector<PlayerInfo>::iterator iter, vector<PlayerInfo> &v )
std::vector<PlayerInfo>::iterator
GetNextEnabledPlayerNumberInfo( std::vector<PlayerInfo>::iterator iter, std::vector<PlayerInfo> &v )
{
for( ; iter != v.end(); ++iter )
{
@@ -290,8 +290,8 @@ GetNextEnabledPlayerNumberInfo( vector<PlayerInfo>::iterator iter, vector<Player
return iter;
}
vector<PlayerInfo>::iterator
GetNextPlayerNumberInfo( vector<PlayerInfo>::iterator iter, vector<PlayerInfo> &v )
std::vector<PlayerInfo>::iterator
GetNextPlayerNumberInfo( std::vector<PlayerInfo>::iterator iter, std::vector<PlayerInfo> &v )
{
for( ; iter != v.end(); ++iter )
{
@@ -304,8 +304,8 @@ GetNextPlayerNumberInfo( vector<PlayerInfo>::iterator iter, vector<PlayerInfo> &
return iter;
}
vector<PlayerInfo>::iterator
GetNextVisiblePlayerInfo( vector<PlayerInfo>::iterator iter, vector<PlayerInfo> &v )
std::vector<PlayerInfo>::iterator
GetNextVisiblePlayerInfo( std::vector<PlayerInfo>::iterator iter, std::vector<PlayerInfo> &v )
{
for( ; iter != v.end(); ++iter )
{
@@ -605,7 +605,7 @@ void ScreenGameplay::Init()
pi->m_pn+1, player_x, screen_space, left_edge[pi->m_pn], field_space,
left_marge, right_marge, style_width, field_zoom);
*/
pi->GetPlayerState()->m_NotefieldZoom= min(1.0f, field_zoom);
pi->GetPlayerState()->m_NotefieldZoom= std::min(1.0f, field_zoom);
pi->m_pPlayer->SetX(player_x);
pi->m_pPlayer->RunCommands( PLAYER_INIT_COMMAND );
@@ -964,10 +964,10 @@ void ScreenGameplay::InitSongQueues()
{
Steps *pOldSteps = pi->m_vpStepsQueue[i];
vector<Steps*> vpSteps;
std::vector<Steps*> vpSteps;
SongUtil::GetSteps( pSong, vpSteps, pOldSteps->m_StepsType );
StepsUtil::SortNotesArrayByDifficulty( vpSteps );
vector<Steps*>::iterator iter = find( vpSteps.begin(), vpSteps.end(), pOldSteps );
std::vector<Steps*>::iterator iter = find( vpSteps.begin(), vpSteps.end(), pOldSteps );
int iIndexBase = 0;
if( iter != vpSteps.end() )
{
@@ -1377,7 +1377,7 @@ void ScreenGameplay::LoadLights()
// No explicit lights. Create autogen lights.
RString sDifficulty = PREFSMAN->m_sLightsStepsDifficulty;
vector<RString> asDifficulties;
std::vector<RString> asDifficulties;
split( sDifficulty, ",", asDifficulties );
// Always use the steps from the primary steps type so that lights are consistent over single and double styles.
@@ -1452,7 +1452,7 @@ void ScreenGameplay::StartPlayingSong( float fMinTimeToNotes, float fMinTimeToMu
{
const float fFirstSecond = GAMESTATE->m_pCurSong->GetFirstSecond();
float fStartDelay = fMinTimeToNotes - fFirstSecond;
fStartDelay = max( fStartDelay, fMinTimeToMusic );
fStartDelay = std::max( fStartDelay, fMinTimeToMusic );
p.m_StartSecond = -fStartDelay;
}
@@ -1610,11 +1610,11 @@ void ScreenGameplay::GetMusicEndTiming( float &fSecondsToStartFadingOutMusic, fl
/* Make sure we keep going long enough to register a miss for the last note, and
* never start fading before the last note. */
fSecondsToStartFadingOutMusic = max( fSecondsToStartFadingOutMusic, fLastStepSeconds );
fSecondsToStartTransitioningOut = max( fSecondsToStartTransitioningOut, fLastStepSeconds );
fSecondsToStartFadingOutMusic = std::max( fSecondsToStartFadingOutMusic, fLastStepSeconds );
fSecondsToStartTransitioningOut = std::max( fSecondsToStartTransitioningOut, fLastStepSeconds );
/* Make sure the fade finishes before the transition finishes. */
fSecondsToStartTransitioningOut = max( fSecondsToStartTransitioningOut, fSecondsToStartFadingOutMusic + MUSIC_FADE_OUT_SECONDS - fTransitionLength );
fSecondsToStartTransitioningOut = std::max( fSecondsToStartTransitioningOut, fSecondsToStartFadingOutMusic + MUSIC_FADE_OUT_SECONDS - fTransitionLength );
}
void ScreenGameplay::Update( float fDeltaTime )
@@ -2050,7 +2050,7 @@ void ScreenGameplay::UpdateHasteRate()
// In Battle/Rave mode, the players don't have life meters.
if(pi->m_pLifeMeter)
{
fMaxLife= max(fMaxLife, pi->m_pLifeMeter->GetLife());
fMaxLife= std::max(fMaxLife, pi->m_pLifeMeter->GetLife());
}
else
{
@@ -2116,7 +2116,7 @@ void ScreenGameplay::UpdateHasteRate()
* means that the player is only eligible to slow the song down when
* they are down to their last accumulated second. -Kyz */
// 1 second left is full speed_add, 0 seconds left is no speed_add.
float clamp_secs= max(0, GAMESTATE->m_fAccumulatedHasteSeconds);
float clamp_secs= std::max(0.0f, GAMESTATE->m_fAccumulatedHasteSeconds);
speed_add = speed_add * clamp_secs;
}
fSpeed += speed_add;
@@ -2175,7 +2175,7 @@ void ScreenGameplay::UpdateLights()
if( bBlink )
{
vector<GameInput> gi;
std::vector<GameInput> gi;
pStyle->StyleInputToGameInput( t, pi->m_pn, gi );
for(size_t i= 0; i < gi.size(); ++i)
{
@@ -2220,7 +2220,7 @@ void ScreenGameplay::SendCrossedMessages()
float fSongBeat = GAMESTATE->m_pCurSong->m_SongTiming.GetBeatFromElapsedTime( fPositionSeconds );
int iRowNow = BeatToNoteRowNotRounded( fSongBeat );
iRowNow = max( 0, iRowNow );
iRowNow = std::max( 0, iRowNow );
for( int r=iRowLastCrossed+1; r<=iRowNow; r++ )
{
@@ -2258,7 +2258,7 @@ void ScreenGameplay::SendCrossedMessages()
float fSongBeat = GAMESTATE->m_pCurSong->m_SongTiming.GetBeatFromElapsedTime( fPositionSeconds );
int iRowNow = BeatToNoteRowNotRounded( fSongBeat );
iRowNow = max( 0, iRowNow );
iRowNow = std::max( 0, iRowNow );
int &iRowLastCrossed = iRowLastCrossedAll[i];
FOREACH_NONEMPTY_ROW_ALL_TRACKS_RANGE( nd, r, iRowLastCrossed+1, iRowNow+1 )
@@ -2827,8 +2827,8 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
ASSERT(course != nullptr);
// Need to store these so they can be used to refetch the players'
// trails after they're invalidated.
vector<StepsType> trail_sts;
vector<CourseDifficulty> trail_cds;
std::vector<StepsType> trail_sts;
std::vector<CourseDifficulty> trail_cds;
FOREACH_EnabledPlayerInfo(m_vPlayerInfo, pi)
{
Trail* trail= GAMESTATE->m_pCurTrail[pi->GetStepsAndTrailIndex()];
@@ -2918,7 +2918,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
}
}
}
else if( ScreenMessageHelpers::ScreenMessageToString(SM).find("0Combo") != string::npos )
else if( ScreenMessageHelpers::ScreenMessageToString(SM).find("0Combo") != std::string::npos )
{
int iCombo;
RString sCropped = ScreenMessageHelpers::ScreenMessageToString(SM).substr(3);
@@ -2994,7 +2994,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
{
float fMaxAliveSeconds = 0;
FOREACH_EnabledPlayer(p)
fMaxAliveSeconds = max( fMaxAliveSeconds, STATSMAN->m_CurStageStats.m_player[p].m_fAliveSeconds );
fMaxAliveSeconds = std::max( fMaxAliveSeconds, STATSMAN->m_CurStageStats.m_player[p].m_fAliveSeconds );
m_textSurviveTime.SetText( "TIME: " + SecondsToMMSSMsMs(fMaxAliveSeconds) );
ON_COMMAND( m_textSurviveTime );
}
@@ -3144,7 +3144,7 @@ void ScreenGameplay::SaveReplay()
p->AppendChild( pi->m_pPlayer->GetNoteData().CreateNode() );
// Find a file name for the replay
vector<RString> files;
std::vector<RString> files;
GetDirListing( "Save/Replays/replay*", files, false, false );
sort( files.begin(), files.end() );
@@ -3154,7 +3154,7 @@ void ScreenGameplay::SaveReplay()
for( int i = files.size()-1; i >= 0; --i )
{
static Regex re( "^replay([0-9]{5})\\....$" );
vector<RString> matches;
std::vector<RString> matches;
if( !re.Compare( files[i], matches ) )
continue;