some more s/GetSize/size/ and other minor STLisms
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@@ -617,14 +617,14 @@ void ScreenEdit::Input( const DeviceInput& DeviceI, const InputEventType type, c
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void AddBGChange( CString sBGName )
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{
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Song* pSong = GAMESTATE->m_pCurSong;
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for( int i=0; i<pSong->m_BackgroundChanges.GetSize(); i++ )
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unsigned i;
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for( i=0; i<pSong->m_BackgroundChanges.size(); i++ )
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{
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if( pSong->m_BackgroundChanges[i].m_fStartBeat == GAMESTATE->m_fSongBeat )
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break;
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}
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if( i != pSong->m_BackgroundChanges.GetSize() ) // there is already a BGChange here
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if( i != pSong->m_BackgroundChanges.size() ) // there is already a BGChange here
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pSong->m_BackgroundChanges.RemoveAt( i );
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// create a new BGChange
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@@ -1043,12 +1043,13 @@ void ScreenEdit::InputEdit( const DeviceInput& DeviceI, const InputEventType typ
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case DIK_B:
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{
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CString sOldBackground;
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for( int i=0; i<m_pSong->m_BackgroundChanges.GetSize(); i++ )
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unsigned i;
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for( i=0; i<m_pSong->m_BackgroundChanges.size(); i++ )
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{
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if( m_pSong->m_BackgroundChanges[i].m_fStartBeat == GAMESTATE->m_fSongBeat )
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break;
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}
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if( i != m_pSong->m_BackgroundChanges.GetSize() ) // there is already a BGChange here
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if( i != m_pSong->m_BackgroundChanges.size() ) // there is already a BGChange here
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sOldBackground = m_pSong->m_BackgroundChanges[i].m_sBGName;
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SCREENMAN->TextEntry( SM_None, "Type a background name.\nPress Enter to keep,\nEscape to cancel.\nEnter an empty string to remove\nthe Background Change.", sOldBackground, AddBGChange, NULL );
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@@ -1080,11 +1081,12 @@ void ScreenEdit::InputEdit( const DeviceInput& DeviceI, const InputEventType typ
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}
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float fNewBPM = fBPM + fDeltaBPM;
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for( int i=0; i<m_pSong->m_BPMSegments.GetSize(); i++ )
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unsigned i;
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for( i=0; i<m_pSong->m_BPMSegments.size(); i++ )
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if( m_pSong->m_BPMSegments[i].m_fStartBeat == GAMESTATE->m_fSongBeat )
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break;
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if( i == m_pSong->m_BPMSegments.GetSize() ) // there is no BPMSegment at the current beat
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if( i == m_pSong->m_BPMSegments.size() ) // there is no BPMSegment at the current beat
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{
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// create a new BPMSegment
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m_pSong->AddBPMSegment( BPMSegment(GAMESTATE->m_fSongBeat, fNewBPM) );
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@@ -1114,13 +1116,14 @@ void ScreenEdit::InputEdit( const DeviceInput& DeviceI, const InputEventType typ
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case IET_FAST_REPEAT: fStopDelta *= 40; break;
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}
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for( int i=0; i<m_pSong->m_StopSegments.GetSize(); i++ )
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unsigned i;
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for( i=0; i<m_pSong->m_StopSegments.size(); i++ )
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{
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if( m_pSong->m_StopSegments[i].m_fStartBeat == GAMESTATE->m_fSongBeat )
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break;
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}
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if( i == m_pSong->m_StopSegments.GetSize() ) // there is no BPMSegment at the current beat
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if( i == m_pSong->m_StopSegments.size() ) // there is no BPMSegment at the current beat
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{
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// create a new StopSegment
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if( fStopDelta > 0 )
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