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
+17 -17
View File
@@ -11,11 +11,11 @@
#include "RageTimer.h"
#include "RageUtil.h"
#include "ActorUtil.h"
#include "Foreach.h"
#include "LuaBinding.h"
#include "LuaManager.h"
#include "ImageCache.h"
#include "ThemeMetric.h"
#include <numeric>
REGISTER_ACTOR_CLASS( Sprite );
@@ -23,7 +23,7 @@ const float min_state_delay= 0.0001f;
Sprite::Sprite()
{
m_pTexture = NULL;
m_pTexture = nullptr;
m_iCurState = 0;
m_fSecsIntoState = 0.0f;
m_animation_length_seconds= 0.0f;
@@ -80,10 +80,10 @@ Sprite::Sprite( const Sprite &cpy ):
CPY(m_use_effect_clock_for_texcoords);
#undef CPY
if( cpy.m_pTexture != NULL )
if( cpy.m_pTexture != nullptr )
m_pTexture = TEXTUREMAN->CopyTexture( cpy.m_pTexture );
else
m_pTexture = NULL;
m_pTexture = nullptr;
}
Sprite &Sprite::operator=( Sprite other )
@@ -201,7 +201,7 @@ void Sprite::LoadFromNode( const XNode* pNode )
vector<State> aStates;
const XNode *pFrames = pNode->GetChild( "Frames" );
if( pFrames != NULL )
if( pFrames != nullptr )
{
/* All attributes are optional. If Frame is omitted, use the previous state's
* frame (or 0 if the first).
@@ -213,7 +213,7 @@ void Sprite::LoadFromNode( const XNode* pNode )
for( int i=0; true; i++ )
{
const XNode *pFrame = pFrames->GetChild( ssprintf("%i", i+1) ); // +1 for Lua's arrays
if( pFrame == NULL )
if( pFrame == nullptr )
break;
State newState;
@@ -231,7 +231,7 @@ void Sprite::LoadFromNode( const XNode* pNode )
newState.rect = *m_pTexture->GetTextureCoordRect( iFrameIndex );
const XNode *pPoints[2] = { pFrame->GetChild( "1" ), pFrame->GetChild( "2" ) };
if( pPoints[0] != NULL && pPoints[1] != NULL )
if( pPoints[0] != nullptr && pPoints[1] != nullptr )
{
RectF r = newState.rect;
@@ -286,10 +286,10 @@ void Sprite::LoadFromNode( const XNode* pNode )
void Sprite::UnloadTexture()
{
if( m_pTexture != NULL ) // If there was a previous bitmap...
if( m_pTexture != nullptr ) // If there was a previous bitmap...
{
TEXTUREMAN->UnloadTexture( m_pTexture ); // Unload it.
m_pTexture = NULL;
m_pTexture = nullptr;
/* Make sure we're reset to frame 0, so if we're reused, we aren't left
* on a frame number that may be greater than the number of frames in
@@ -327,7 +327,7 @@ void Sprite::EnableAnimation( bool bEnable )
void Sprite::SetTexture( RageTexture *pTexture )
{
ASSERT( pTexture != NULL );
ASSERT( pTexture != nullptr );
if( m_pTexture != pTexture )
{
@@ -355,7 +355,7 @@ void Sprite::LoadFromTexture( RageTextureID ID )
{
// LOG->Trace( "Sprite::LoadFromTexture( %s )", ID.filename.c_str() );
RageTexture *pTexture = NULL;
RageTexture *pTexture = nullptr;
if( m_pTexture && m_pTexture->GetID() == ID )
pTexture = m_pTexture;
else
@@ -390,7 +390,7 @@ void Sprite::LoadStatesFromTexture()
// Assume the frames of this animation play in sequential order with 0.1 second delay.
m_States.clear();
if( m_pTexture == NULL )
if( m_pTexture == nullptr )
{
State newState;
newState.fDelay = 0.1f;
@@ -664,7 +664,7 @@ void Sprite::DrawTexture( const TweenState *state )
bool Sprite::EarlyAbortDraw() const
{
return m_pTexture == NULL;
return m_pTexture == nullptr;
}
void Sprite::DrawPrimitives()
@@ -842,9 +842,9 @@ void Sprite::SetState( int iNewState )
void Sprite::RecalcAnimationLengthSeconds()
{
m_animation_length_seconds = 0;
FOREACH_CONST(State, m_States, s)
for (State const &s : m_States)
{
m_animation_length_seconds += s->fDelay;
m_animation_length_seconds += s.fDelay;
}
}
@@ -859,7 +859,7 @@ void Sprite::SetSecondsIntoAnimation( float fSeconds )
RString Sprite::GetTexturePath() const
{
if( m_pTexture==NULL )
if( m_pTexture == nullptr )
return RString();
return m_pTexture->GetID().filename;
@@ -1275,7 +1275,7 @@ public:
static int GetTexture( T* p, lua_State *L )
{
RageTexture *pTexture = p->GetTexture();
if( pTexture != NULL )
if( pTexture != nullptr )
pTexture->PushSelf(L);
else
lua_pushnil( L );