Loop and refactor.

This commit is contained in:
Jason Felds
2013-05-01 22:41:43 -04:00
parent 5781c827e1
commit a013d6faa3
+11 -8
View File
@@ -71,16 +71,17 @@ static void GetUsedGameInputs( vector<GameInput> &vGameInputsOut )
set<GameInput> vGIs; set<GameInput> vGIs;
vector<const Style*> vStyles; vector<const Style*> vStyles;
GAMEMAN->GetStylesForGame( GAMESTATE->m_pCurGame, vStyles ); GAMEMAN->GetStylesForGame( GAMESTATE->m_pCurGame, vStyles );
FOREACH( const Style*, vStyles, style ) auto const &value = CommonMetrics::STEPS_TYPES_TO_SHOW.GetValue();
for (Style const *style : vStyles)
{ {
bool bFound = find( CommonMetrics::STEPS_TYPES_TO_SHOW.GetValue().begin(), CommonMetrics::STEPS_TYPES_TO_SHOW.GetValue().end(), (*style)->m_StepsType ) != CommonMetrics::STEPS_TYPES_TO_SHOW.GetValue().end(); bool bFound = find( value.begin(), value.end(), style->m_StepsType ) != value.end();
if( !bFound ) if( !bFound )
continue; continue;
FOREACH_PlayerNumber( pn ) FOREACH_PlayerNumber( pn )
{ {
for( int iCol=0; iCol<(*style)->m_iColsPerPlayer; ++iCol ) for( int iCol=0; iCol < style->m_iColsPerPlayer; ++iCol )
{ {
GameInput gi = (*style)->StyleInputToGameInput( iCol, pn ); GameInput gi = style->StyleInputToGameInput( iCol, pn );
if( gi.IsValid() ) if( gi.IsValid() )
{ {
vGIs.insert( gi ); vGIs.insert( gi );
@@ -115,8 +116,10 @@ LightsManager::LightsManager()
LightsManager::~LightsManager() LightsManager::~LightsManager()
{ {
FOREACH( LightsDriver*, m_vpDrivers, iter ) for (LightsDriver *iter : m_vpDrivers)
SAFE_DELETE( *iter ); {
SAFE_DELETE( iter );
}
m_vpDrivers.clear(); m_vpDrivers.clear();
} }
@@ -421,8 +424,8 @@ void LightsManager::Update( float fDeltaTime )
} }
// apply new light values we set above // apply new light values we set above
FOREACH( LightsDriver*, m_vpDrivers, iter ) for (LightsDriver *iter : m_vpDrivers)
(*iter)->Set( &m_LightsState ); iter->Set( &m_LightsState );
} }
void LightsManager::BlinkCabinetLight( CabinetLight cl ) void LightsManager::BlinkCabinetLight( CabinetLight cl )