Oh joy: THIS file.
Take advantage of auto whenever possible.
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+21
-19
@@ -2405,12 +2405,12 @@ bool ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
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// Fill in lines enabled/disabled
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bool bAlreadyBGChangeHere = false;
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BackgroundChange bgChange;
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FOREACH( BackgroundChange, m_pSong->GetBackgroundChanges(g_CurrentBGChangeLayer), bgc )
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for (BackgroundChange &bgc : m_pSong->GetBackgroundChanges(g_CurrentBGChangeLayer))
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{
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if( bgc->m_fStartBeat == GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat )
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if( bgc.m_fStartBeat == GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat )
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{
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bAlreadyBGChangeHere = true;
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bgChange = *bgc;
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bgChange = bgc;
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}
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}
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@@ -2628,12 +2628,13 @@ bool ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
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BackgroundLayer iLayer = BACKGROUND_LAYER_1;
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BackgroundChange bgChange;
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bgChange.m_fStartBeat = GAMESTATE->m_Position.m_fSongBeat;
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FOREACH( BackgroundChange, m_pSong->GetBackgroundChanges(iLayer), bgc )
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auto & changes = m_pSong->GetBackgroundChanges(iLayer);
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for (auto bgc = changes.begin(); bgc != changes.end(); ++bgc)
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{
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if( bgc->m_fStartBeat == GAMESTATE->m_Position.m_fSongBeat )
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{
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bgChange = *bgc;
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m_pSong->GetBackgroundChanges(iLayer).erase( bgc );
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changes.erase( bgc );
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break;
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}
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}
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@@ -5388,13 +5389,14 @@ void ScreenEdit::HandleBGChangeChoice( BGChangeChoice c, const vector<int> &iAns
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{
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BackgroundChange newChange;
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FOREACH( BackgroundChange, m_pSong->GetBackgroundChanges(g_CurrentBGChangeLayer), iter )
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auto &changes = m_pSong->GetBackgroundChanges(g_CurrentBGChangeLayer);
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for (auto iter = changes.begin(); iter != changes.end(); ++iter)
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{
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if( iter->m_fStartBeat == GAMESTATE->m_Position.m_fSongBeat )
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{
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newChange = *iter;
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// delete the old change. We'll add a new one below.
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m_pSong->GetBackgroundChanges(g_CurrentBGChangeLayer).erase( iter );
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changes.erase( iter );
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break;
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}
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}
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@@ -5489,8 +5491,8 @@ void ScreenEdit::SetupCourseAttacks()
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}
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}
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FOREACH( Attack, Attacks, attack )
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GAMESTATE->m_pPlayerState[PLAYER_1]->LaunchAttack( *attack );
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for (Attack &attack: Attacks)
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GAMESTATE->m_pPlayerState[PLAYER_1]->LaunchAttack( attack );
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}
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else
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{
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@@ -5503,11 +5505,11 @@ void ScreenEdit::SetupCourseAttacks()
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if (attacks.size() > 0)
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{
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FOREACH(Attack, attacks, attack)
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for (Attack &attack : attacks)
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{
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float fBeat = GetAppropriateTiming().GetBeatFromElapsedTime(attack->fStartSecond);
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float fBeat = GetAppropriateTiming().GetBeatFromElapsedTime(attack.fStartSecond);
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if (fBeat >= GetBeat())
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GAMESTATE->m_pPlayerState[PLAYER_1]->LaunchAttack( *attack );
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GAMESTATE->m_pPlayerState[PLAYER_1]->LaunchAttack( attack );
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}
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}
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}
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@@ -5760,8 +5762,8 @@ static void ProcessKeyName( RString &s )
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static void ProcessKeyNames( vector<RString> &vs )
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{
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FOREACH( RString, vs, s )
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ProcessKeyName( *s );
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for (RString &s : vs)
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ProcessKeyName( s );
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sort( vs.begin(), vs.end() );
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vector<RString>::iterator toDelete = unique( vs.begin(), vs.end() );
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@@ -5807,10 +5809,10 @@ void ScreenEdit::DoStepAttackMenu()
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g_AttackAtTimeMenu.rows.clear();
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unsigned index = 0;
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FOREACH(int, points, i)
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for (int &i : points)
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{
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const Attack &attack = attacks[*i];
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const Attack &attack = attacks[i];
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RString desc = ssprintf("%g -> %g (%d mod[s])",
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startTime, startTime + attack.fSecsRemaining,
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attack.GetNumAttacks());
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@@ -5847,9 +5849,9 @@ void ScreenEdit::DoKeyboardTrackMenu()
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vector<RString> &kses = m_pSong->m_vsKeysoundFile;
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vector<RString> choices;
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FOREACH(RString, kses, ks)
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for (RString const &ks : kses)
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{
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choices.push_back(*ks);
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choices.push_back(ks);
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}
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choices.push_back(NEWKEYSND);
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choices.push_back(NO_KEYSND);
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