Integrate C++11 branch into 5_1-new

This commit is contained in:
teejusb
2019-06-22 12:35:38 -07:00
444 changed files with 19503 additions and 21007 deletions
+9 -9
View File
@@ -50,7 +50,7 @@ void ScreenNetSelectMusic::Init()
m_DC[p] = GAMESTATE->m_PreferredDifficulty[p];
m_StepsDisplays[p].SetName( ssprintf("StepsDisplayP%d",p+1) );
m_StepsDisplays[p].Load( "StepsDisplayNet", NULL );
m_StepsDisplays[p].Load( "StepsDisplayNet", nullptr );
LOAD_ALL_COMMANDS_AND_SET_XY( m_StepsDisplays[p] );
this->AddChild( &m_StepsDisplays[p] );
}
@@ -159,7 +159,7 @@ void ScreenNetSelectMusic::HandleScreenMessage( const ScreenMessage SM )
// you have multiple copies of the "same" song you can chose which copy to play.
Song* CurSong = m_MusicWheel.GetSelectedSong();
if(CurSong != NULL )
if(CurSong != nullptr )
if( ( !CurSong->GetTranslitArtist().CompareNoCase( NSMAN->m_sArtist ) ) &&
( !CurSong->GetTranslitMainTitle().CompareNoCase( NSMAN->m_sMainTitle ) ) &&
@@ -378,7 +378,7 @@ bool ScreenNetSelectMusic::MenuDown( const InputEventPlus &input )
}
}
if( GAMESTATE->m_pCurSong == NULL )
if( GAMESTATE->m_pCurSong == nullptr )
return false;
StepsType st = GAMESTATE->GetCurrentStyle(pn)->m_StepsType;
vector <Steps *> MultiSteps;
@@ -441,7 +441,7 @@ bool ScreenNetSelectMusic::SelectCurrent()
Song * pSong = m_MusicWheel.GetSelectedSong();
if (pSong == NULL)
if (pSong == nullptr)
return false;
GAMESTATE->m_pCurSong.Set(pSong);
@@ -509,10 +509,10 @@ void ScreenNetSelectMusic::StartSelectedSong()
void ScreenNetSelectMusic::UpdateDifficulties( PlayerNumber pn )
{
if( GAMESTATE->m_pCurSong == NULL )
if( GAMESTATE->m_pCurSong == nullptr )
{
m_StepsDisplays[pn].SetFromStepsTypeAndMeterAndDifficultyAndCourseType( StepsType_Invalid, 0, Difficulty_Beginner, CourseType_Invalid );
//m_DifficultyIcon[pn].SetFromSteps( pn, NULL ); // It will blank it out
//m_DifficultyIcon[pn].SetFromSteps( pn, nullptr ); // It will blank it out
return;
}
@@ -529,14 +529,14 @@ void ScreenNetSelectMusic::UpdateDifficulties( PlayerNumber pn )
void ScreenNetSelectMusic::MusicChanged()
{
if( GAMESTATE->m_pCurSong == NULL )
if( GAMESTATE->m_pCurSong == nullptr )
{
FOREACH_EnabledPlayer (pn)
UpdateDifficulties( pn );
SOUND->StopMusic();
// todo: handle playing section music correctly. -aj
// SOUND->PlayMusic( m_sSectionMusicPath, NULL, true, 0, -1 );
// SOUND->PlayMusic( m_sSectionMusicPath, nullptr, true, 0, -1 );
return;
}
@@ -589,7 +589,7 @@ void ScreenNetSelectMusic::MusicChanged()
SOUND->StopMusic();
SOUND->PlayMusic(
GAMESTATE->m_pCurSong->GetPreviewMusicPath(),
NULL,
nullptr,
true,
GAMESTATE->m_pCurSong->GetPreviewStartSeconds(),
GAMESTATE->m_pCurSong->m_fMusicSampleLengthSeconds );