Clean up math functions

- Remove checking for standard functions from the build system
- Prefix all invocations with std::
- Replace suffixed functions with unprefixed versions
- Include <cmath> in all files that use it and remove the global include

e.g. floorf(x) -> std::floor(x)
This commit is contained in:
Martin Natano
2023-04-19 14:22:59 +02:00
parent f39ed52dbf
commit b68ca517e6
111 changed files with 1831 additions and 1785 deletions
+20 -18
View File
@@ -20,13 +20,15 @@
#include "arch/Sound/RageSoundDriver.h"
#include <cmath>
GameSoundManager *SOUND = nullptr;
/*
* When playing music, automatically search for an SM file for timing data. If one is
* found, automatically handle GAMESTATE->m_fSongBeat, etc.
*
* modf(GAMESTATE->m_fSongBeat) should always be continuously moving from 0 to 1. To do
* std::modf(GAMESTATE->m_fSongBeat) should always be continuously moving from 0 to 1. To do
* this, wait before starting a sound until the fractional portion of the beat will be
* the same.
*
@@ -184,7 +186,7 @@ static void StartMusic( MusicToPlay &ToPlay )
float fStartBeat = NewMusic->m_NewTiming.GetBeatFromElapsedTimeNoOffset( ToPlay.fStartSecond );
float fEndSec = ToPlay.fStartSecond + ToPlay.fLengthSeconds;
float fEndBeat = NewMusic->m_NewTiming.GetBeatFromElapsedTimeNoOffset( fEndSec );
const float fStartBeatFraction = fmodfp( fStartBeat, 1 );
const float fEndBeatFraction = fmodfp( fEndBeat, 1 );
@@ -236,7 +238,7 @@ static void StartMusic( MusicToPlay &ToPlay )
const float fStartBeat = NewMusic->m_NewTiming.GetBeatFromElapsedTimeNoOffset( ToPlay.fStartSecond );
const float fStartBeatFraction = fmodfp( fStartBeat, 1 );
float fCurBeatToStartOn = truncf(fCurBeat) + fStartBeatFraction;
float fCurBeatToStartOn = std::trunc(fCurBeat) + fStartBeatFraction;
if( fCurBeatToStartOn < fCurBeat )
fCurBeatToStartOn += 1.0f;
@@ -503,7 +505,7 @@ float GameSoundManager::GetFrameTimingAdjustment( float fDeltaTime )
const float fExpectedDelay = 1.0f / iThisFPS;
const float fExtraDelay = fDeltaTime - fExpectedDelay;
if( fabsf(fExtraDelay) >= fExpectedDelay/2 )
if( std::abs(fExtraDelay) >= fExpectedDelay/2 )
return 0;
/* Subtract the extra delay. */
@@ -550,7 +552,7 @@ void GameSoundManager::Update( float fDeltaTime )
case FADE_NONE: break;
case FADE_OUT:
fapproach( fVolume, g_fDimVolume, fDeltaTime/fFadeOutSpeed );
if( fabsf(fVolume-g_fDimVolume) < 0.001f )
if( std::abs(fVolume-g_fDimVolume) < 0.001f )
g_FadeState = FADE_WAIT;
break;
case FADE_WAIT:
@@ -560,11 +562,11 @@ void GameSoundManager::Update( float fDeltaTime )
break;
case FADE_IN:
fapproach( fVolume, g_fOriginalVolume, fDeltaTime/fFadeInSpeed );
if( fabsf(fVolume-g_fOriginalVolume) < 0.001f )
if( std::abs(fVolume-g_fOriginalVolume) < 0.001f )
g_FadeState = FADE_NONE;
break;
}
RageSoundParams p = g_Playing->m_Music->GetParams();
if( p.m_Volume != fVolume )
{
@@ -604,7 +606,7 @@ void GameSoundManager::Update( float fDeltaTime )
const RString ThisFile = g_Playing->m_Music->GetLoadedFilePath();
/* If fSoundTimePassed < 0, the sound has probably looped. */
if( sLastFile == ThisFile && fSoundTimePassed >= 0 && fabsf(fDiff) > 0.003f )
if( sLastFile == ThisFile && fSoundTimePassed >= 0 && std::abs(fDiff) > 0.003f )
LOG->Trace("Song position skip in %s: expected %.3f, got %.3f (cur %f, prev %f) (%.3f difference)",
Basename(ThisFile).c_str(), fExpectedTimePassed, fSoundTimePassed, fSeconds, GAMESTATE->m_Position.m_fMusicSeconds, fDiff );
sLastFile = ThisFile;
@@ -662,7 +664,7 @@ void GameSoundManager::Update( float fDeltaTime )
static int iRowLastCrossed = 0;
FOREACH_CabinetLight( cl )
{
{
// Are we "holding" the light?
if( lights.IsHoldNoteAtRow( cl, iSongRow ) )
{
@@ -692,14 +694,14 @@ RString GameSoundManager::GetMusicPath() const
return g_Playing->m_Music->GetLoadedFilePath();
}
void GameSoundManager::PlayMusic(
RString sFile,
const TimingData *pTiming,
void GameSoundManager::PlayMusic(
RString sFile,
const TimingData *pTiming,
bool bForceLoop,
float fStartSecond,
float fLengthSeconds,
float fFadeInLengthSeconds,
float fFadeOutLengthSeconds,
float fStartSecond,
float fLengthSeconds,
float fFadeInLengthSeconds,
float fFadeOutLengthSeconds,
bool bAlignBeat,
bool bApplyMusicRate
)
@@ -812,7 +814,7 @@ float GameSoundManager::GetPlayerBalance( PlayerNumber pn )
#include "LuaBinding.h"
/** @brief Allow Lua to have access to the GameSoundManager. */
/** @brief Allow Lua to have access to the GameSoundManager. */
class LunaGameSoundManager: public Luna<GameSoundManager>
{
public:
@@ -882,7 +884,7 @@ public:
static int StopMusic( T* p, lua_State *L ) { p->StopMusic(); COMMON_RETURN_SELF; }
static int IsTimingDelayed( T* p, lua_State *L ) { lua_pushboolean( L, g_Playing->m_bTimingDelayed ); return 1; }
LunaGameSoundManager()
{
ADD_METHOD( DimMusic );