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Config: Cleanup Path usage for ini file load/save.
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@ -67,13 +67,13 @@ std::shared_ptr<I18NCategory> I18NRepo::GetCategory(const char *category) {
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}
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}
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std::string I18NRepo::GetIniPath(const std::string &languageID) const {
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return "lang/" + languageID + ".ini";
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Path I18NRepo::GetIniPath(const std::string &languageID) const {
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return Path("lang") / (languageID + ".ini");
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}
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bool I18NRepo::IniExists(const std::string &languageID) const {
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File::FileInfo info;
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if (!VFSGetFileInfo(GetIniPath(languageID).c_str(), &info))
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if (!VFSGetFileInfo(GetIniPath(languageID).ToString().c_str(), &info))
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return false;
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if (!info.exists)
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return false;
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@ -88,7 +88,7 @@ bool I18NRepo::LoadIni(const std::string &languageID, const Path &overridePath)
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if (!overridePath.empty()) {
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iniPath = overridePath / (languageID + ".ini");
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} else {
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iniPath = Path(GetIniPath(languageID));
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iniPath = GetIniPath(languageID);
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}
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if (!ini.LoadFromVFS(iniPath.ToString()))
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@ -92,7 +92,7 @@ public:
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std::map<std::string, std::vector<std::string>> GetMissingKeys() const;
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private:
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std::string GetIniPath(const std::string &languageID) const;
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Path GetIniPath(const std::string &languageID) const;
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void Clear();
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I18NCategory *LoadSection(const Section *section, const char *name);
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void SaveSection(IniFile &ini, Section *section, std::shared_ptr<I18NCategory> cat);
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@ -47,7 +47,7 @@ void Compatibility::Load(const std::string &gameID) {
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IniFile compat2;
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// This one is user-editable. Need to load it after the system one.
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Path path = GetSysDirectory(DIRECTORY_SYSTEM) / "compat.ini";
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if (compat2.Load(path.ToString())) {
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if (compat2.Load(path)) {
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CheckSettings(compat2, gameID);
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}
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}
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@ -64,7 +64,7 @@ void Compatibility::Load(const std::string &gameID) {
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IniFile compat2;
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// This one is user-editable. Need to load it after the system one.
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Path path = GetSysDirectory(DIRECTORY_SYSTEM) / "compatvr.ini";
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if (compat2.Load(path.ToString())) {
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if (compat2.Load(path)) {
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CheckVRSettings(compat2, gameID);
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}
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}
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@ -1351,7 +1351,7 @@ void Config::Load(const char *iniFileName, const char *controllerIniFilename) {
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bShowFrameProfiler = true;
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IniFile iniFile;
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if (!iniFile.Load(iniFilename_.ToString())) {
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if (!iniFile.Load(iniFilename_)) {
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ERROR_LOG(LOADER, "Failed to read '%s'. Setting config to default.", iniFilename_.c_str());
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// Continue anyway to initialize the config.
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}
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@ -1879,7 +1879,7 @@ bool Config::saveGameConfig(const std::string &pGameId, const std::string &title
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}
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KeyMap::SaveToIni(iniFile);
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iniFile.Save(fullIniFilePath.ToString());
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iniFile.Save(fullIniFilePath);
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return true;
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}
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@ -1894,7 +1894,7 @@ bool Config::loadGameConfig(const std::string &pGameId, const std::string &title
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changeGameSpecific(pGameId, title);
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IniFile iniFile;
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iniFile.Load(iniFileNameFull.ToString());
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iniFile.Load(iniFileNameFull);
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auto postShaderSetting = iniFile.GetOrCreateSection("PostShaderSetting")->ToMap();
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mPostShaderSetting.clear();
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@ -1929,7 +1929,7 @@ void Config::unloadGameConfig() {
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changeGameSpecific();
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IniFile iniFile;
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iniFile.Load(iniFilename_.ToString());
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iniFile.Load(iniFilename_);
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// Reload game specific settings back to standard.
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IterateSettings(iniFile, [](Section *section, ConfigSetting *setting) {
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@ -1957,7 +1957,7 @@ void Config::unloadGameConfig() {
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void Config::LoadStandardControllerIni() {
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IniFile controllerIniFile;
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if (!controllerIniFile.Load(controllerIniFilename_.ToString())) {
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if (!controllerIniFile.Load(controllerIniFilename_)) {
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ERROR_LOG(LOADER, "Failed to read %s. Setting controller config to default.", controllerIniFilename_.c_str());
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KeyMap::RestoreDefault();
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} else {
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