s/Add/push_back/

This commit is contained in:
Glenn Maynard
2002-10-31 04:23:39 +00:00
parent a041b7cd3e
commit bccaf3560b
36 changed files with 146 additions and 146 deletions
+15 -15
View File
@@ -90,7 +90,7 @@ void Background::LoadFromAniDir( CString sAniDir )
BGAnimation* pTempBGA;
pTempBGA = new BGAnimation;
pTempBGA->LoadFromAniDir( sAniDir );
m_BGAnimations.Add( pTempBGA );
m_BGAnimations.push_back( pTempBGA );
}
BGAnimation *Background::GetBGA(const Song *pSong, const BackgroundChange &aniseg, const CString &bgpath) const
@@ -179,13 +179,13 @@ void Background::LoadFromSong( Song* pSong )
{
BGAnimation *pTempBGA = new BGAnimation;
pTempBGA->LoadFromStaticGraphic( sSongBackgroundPath );
m_BGAnimations.Add( pTempBGA );
m_BGAnimations.push_back( pTempBGA );
}
if( pSong->HasBGChanges() )
{
// start off showing the static song background
m_aBGSegments.Add( BGSegment(-10000,0,false) );
m_aBGSegments.push_back( BGSegment(-10000,0,false) );
// Load the animations used by the song's pre-defined animation plan.
// the song has a plan. Use it.
@@ -198,14 +198,14 @@ void Background::LoadFromSong( Song* pSong )
if(pTempBGA != NULL)
{
m_BGAnimations.Add( pTempBGA );
m_BGAnimations.push_back( pTempBGA );
// add to the plan
m_aBGSegments.Add( BGSegment(aniseg.m_fStartBeat, m_BGAnimations.size()-1, bFade) );
m_aBGSegments.push_back( BGSegment(aniseg.m_fStartBeat, m_BGAnimations.size()-1, bFade) );
}
}
// end showing the static song background
m_aBGSegments.Add( BGSegment(pSong->m_fLastBeat,0,false) );
m_aBGSegments.push_back( BGSegment(pSong->m_fLastBeat,0,false) );
SortBGSegmentArray( m_aBGSegments ); // Need to sort in case there is a background change after the last beat (not likely)
}
@@ -254,7 +254,7 @@ void Background::LoadFromSong( Song* pSong )
pTempBGA = new BGAnimation;
pTempBGA->LoadFromStaticGraphic( sSongBackgroundPath );
}
m_BGAnimations.Add( pTempBGA );
m_BGAnimations.push_back( pTempBGA );
}
break;
case MODE_ANIMATIONS:
@@ -271,7 +271,7 @@ void Background::LoadFromSong( Song* pSong )
unsigned index = rand() % arrayPossibleAnims.size();
BGAnimation *pTempBGA = new BGAnimation;
pTempBGA->LoadFromAniDir( arrayPossibleAnims[index], sSongBackgroundPath );
m_BGAnimations.Add( pTempBGA );
m_BGAnimations.push_back( pTempBGA );
arrayPossibleAnims.erase( arrayPossibleAnims.begin()+index,
arrayPossibleAnims.begin()+index+1 );
}
@@ -288,7 +288,7 @@ void Background::LoadFromSong( Song* pSong )
unsigned index = rand() % arrayPossibleMovies.size();
BGAnimation *pTempBGA = new BGAnimation;
pTempBGA->LoadFromMovie( arrayPossibleMovies[index], true, false );
m_BGAnimations.Add( pTempBGA );
m_BGAnimations.push_back( pTempBGA );
arrayPossibleMovies.erase( arrayPossibleMovies.begin()+index,
arrayPossibleMovies.begin()+index+1 );
}
@@ -306,13 +306,13 @@ void Background::LoadFromSong( Song* pSong )
//
if( backgroundMode == MODE_MOVIE_VIS )
{
m_aBGSegments.Add( BGSegment(-10000,1,false) );
m_aBGSegments.push_back( BGSegment(-10000,1,false) );
return;
}
else
{
// start off showing the static song background
m_aBGSegments.Add( BGSegment(-10000,0,false) );
m_aBGSegments.push_back( BGSegment(-10000,0,false) );
}
const float fFirstBeat = pSong->m_fFirstBeat;
@@ -322,7 +322,7 @@ void Background::LoadFromSong( Song* pSong )
* whole song. Otherwise, if it's a movie, it'll loop every four measures; we
* want it to play continuously. */
if( m_BGAnimations.size() == 2) {
m_aBGSegments.Add( BGSegment(fFirstBeat,1,bFade) );
m_aBGSegments.push_back( BGSegment(fFirstBeat,1,bFade) );
} else {
// change BG every 4 bars
for( float f=fFirstBeat; f<fLastBeat; f+=16 )
@@ -334,7 +334,7 @@ void Background::LoadFromSong( Song* pSong )
index = 1; // force the first random background to play first
else
index = 1 + rand()%(m_BGAnimations.size()-1);
m_aBGSegments.Add( BGSegment(f,index,bFade) );
m_aBGSegments.push_back( BGSegment(f,index,bFade) );
}
// change BG every BPM change
@@ -350,12 +350,12 @@ void Background::LoadFromSong( Song* pSong )
index = 0;
else
index = 1 + int(bpmseg.m_fBPM)%(m_BGAnimations.size()-1);
m_aBGSegments.Add( BGSegment(bpmseg.m_fStartBeat,index,bFade) );
m_aBGSegments.push_back( BGSegment(bpmseg.m_fStartBeat,index,bFade) );
}
}
// end showing the static song background
m_aBGSegments.Add( BGSegment(pSong->m_fLastBeat,0,bFade) );
m_aBGSegments.push_back( BGSegment(pSong->m_fLastBeat,0,bFade) );
// sort segments
SortBGSegmentArray( m_aBGSegments );