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DevNote: Adding SysForwardDefs.h, which I'm going to use for forward declaring a bunch of PCSX2 classes and other simple dependency-free include content. This is the SysCore version of AppForwardDefs, and hopefully helps minimize header file hell. git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3276 96395faa-99c1-11dd-bbfe-3dabce05a288
105 lines
2.9 KiB
C++
105 lines
2.9 KiB
C++
/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2010 PCSX2 Dev Team
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "PrecompiledHeader.h"
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#include "GameDatabase.h"
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// Sets the current game to the one matching the serial id given
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// Returns true if game found, false if not found...
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bool BaseGameDatabaseImpl::findGame(Game_Data& dest, const wxString& id) {
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GameDataHash::const_iterator iter( gHash.find(id) );
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if( iter == gHash.end() ) {
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dest.clear();
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return false;
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}
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dest = gList[iter->second];
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return true;
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}
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void BaseGameDatabaseImpl::addNewGame(const Game_Data& game)
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{
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gList.push_back(game);
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gHash[game.id] = gList.size()-1;
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}
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void BaseGameDatabaseImpl::updateGame(const Game_Data& game)
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{
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GameDataHash::const_iterator iter( gHash.find(game.id) );
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if( iter == gHash.end() ) {
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gList.push_back(game);
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gHash[game.id] = gList.size()-1;
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}
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else
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{
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// Re-assign existing vector/array entry!
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gList[gHash[game.id]] = game;
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}
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}
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// Searches the current game's data to see if the given key exists
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bool Game_Data::keyExists(const wxChar* key) const {
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KeyPairArray::const_iterator it( kList.begin() );
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for ( ; it != kList.end(); ++it) {
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if (it[0].CompareKey(key)) {
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return true;
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}
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}
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return false;
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}
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// Totally Deletes the specified key/pair value from the current game's data
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void Game_Data::deleteKey(const wxChar* key) {
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KeyPairArray::iterator it( kList.begin() );
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for ( ; it != kList.end(); ++it) {
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if (it[0].CompareKey(key)) {
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kList.erase(it);
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return;
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}
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}
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}
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// Gets a string representation of the 'value' for the given key
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wxString Game_Data::getString(const wxChar* key) const {
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KeyPairArray::const_iterator it( kList.begin() );
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for ( ; it != kList.end(); ++it) {
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if (it[0].CompareKey(key)) {
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return it[0].value;
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}
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}
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return wxString();
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}
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void Game_Data::writeString(const wxString& key, const wxString& value) {
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KeyPairArray::iterator it( kList.begin() );
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for ( ; it != kList.end(); ++it) {
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if (it[0].CompareKey(key)) {
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if( value.IsEmpty() )
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kList.erase(it);
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else
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it[0].value = value;
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return;
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}
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}
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if( !value.IsEmpty() ) {
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kList.push_back(key_pair(key, value));
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}
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}
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// Write a bool value to the specified key
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void Game_Data::writeBool(const wxString& key, bool value) {
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writeString(key, value ? L"1" : L"0");
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} |