Integrate C++11 branch into 5_1-new
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+15
-15
@@ -198,7 +198,7 @@ static void update_centering()
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static void StartDisplay()
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{
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if( DISPLAY != NULL )
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if( DISPLAY != nullptr )
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return; // already started
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DISPLAY = CreateDisplay();
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@@ -277,7 +277,7 @@ void StepMania::ResetPreferences()
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/* Shutdown all global singletons. Note that this may be called partway through
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* initialization, due to an object failing to initialize, in which case some of
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* these may still be NULL. */
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* these may still be nullptr. */
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void ShutdownGame()
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{
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/* First, tell SOUNDMAN that we're shutting down. This signals sound drivers to
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@@ -759,7 +759,7 @@ RageDisplay *CreateDisplay()
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if( asRenderers.empty() )
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RageException::Throw( "%s", ERROR_NO_VIDEO_RENDERERS.GetValue().c_str() );
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RageDisplay *pRet = NULL;
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RageDisplay *pRet = nullptr;
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for( unsigned i=0; i<asRenderers.size(); i++ )
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{
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RString sRenderer = asRenderers[i];
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@@ -792,7 +792,7 @@ RageDisplay *CreateDisplay()
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RageException::Throw( ERROR_UNKNOWN_VIDEO_RENDERER.GetValue(), sRenderer.c_str() );
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}
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if( pRet == NULL )
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if( pRet == nullptr )
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continue;
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RString sError = pRet->Init( params, PREFSMAN->m_bAllowUnacceleratedRenderer );
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@@ -807,7 +807,7 @@ RageDisplay *CreateDisplay()
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break; // the display is ready to go
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}
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if( pRet == NULL)
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if( pRet == nullptr)
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RageException::Throw( "%s", error.c_str() );
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return pRet;
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@@ -818,7 +818,7 @@ static void SwitchToLastPlayedGame()
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const Game *pGame = GAMEMAN->StringToGame( PREFSMAN->GetCurrentGame() );
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// If the active game type isn't actually available, revert to the default.
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if( pGame == NULL )
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if( pGame == nullptr )
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pGame = GAMEMAN->GetDefaultGame();
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if( !GAMEMAN->IsGameEnabled( pGame ) && pGame != GAMEMAN->GetDefaultGame() )
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@@ -836,10 +836,10 @@ static void SwitchToLastPlayedGame()
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// This function is meant to only be called during start up.
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void StepMania::InitializeCurrentGame( const Game* g )
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{
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ASSERT( g != NULL );
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ASSERT( GAMESTATE != NULL );
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ASSERT( ANNOUNCER != NULL );
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ASSERT( THEME != NULL );
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ASSERT( g != nullptr );
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ASSERT( GAMESTATE != nullptr );
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ASSERT( ANNOUNCER != nullptr );
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ASSERT( THEME != nullptr );
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GAMESTATE->SetCurGame( g );
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@@ -854,7 +854,7 @@ void StepMania::InitializeCurrentGame( const Game* g )
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if( GetCommandlineArgument( "game", &argCurGame) && argCurGame != sGametype )
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{
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Game const* new_game= GAMEMAN->StringToGame(argCurGame);
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if(new_game == NULL)
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if(new_game == nullptr)
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{
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LOG->Warn("%s is not a known game type, ignoring.", argCurGame.c_str());
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}
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@@ -1061,10 +1061,10 @@ int sm_main(int argc, char* argv[])
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// This requires PREFSMAN, for PREFSMAN->m_bShowLoadingWindow.
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LoadingWindow *pLoadingWindow = LoadingWindow::Create();
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if(pLoadingWindow == NULL)
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if(pLoadingWindow == nullptr)
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RageException::Throw("%s", COULDNT_OPEN_LOADING_WINDOW.GetValue().c_str());
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srand( time(NULL) ); // seed number generator
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srand( time(nullptr) ); // seed number generator
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/* Do this early, so we have debugging output if anything else fails. LOG and
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* Dialog must be set up first. It shouldn't take long, but it might take a
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@@ -1134,11 +1134,11 @@ int sm_main(int argc, char* argv[])
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* theme into the loading window. */
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RString sError;
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RageSurface *pSurface = RageSurfaceUtils::LoadFile( THEME->GetPathG( "Common", "window icon" ), sError );
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if( pSurface != NULL )
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if( pSurface != nullptr )
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pLoadingWindow->SetIcon( pSurface );
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delete pSurface;
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pSurface = RageSurfaceUtils::LoadFile( THEME->GetPathG("Common","splash"), sError );
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if( pSurface != NULL )
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if( pSurface != nullptr )
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pLoadingWindow->SetSplash( pSurface );
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delete pSurface;
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}
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