Config/Layer: Fix accidental cast of RecursiveSection to Section

This commit is contained in:
MerryMage 2017-05-09 00:06:59 +01:00
parent 7a25dde8df
commit 32d9428171
4 changed files with 14 additions and 14 deletions

View File

@ -57,8 +57,8 @@ bool Layer::DeleteKey(System system, const std::string& section_name, const std:
Section* Layer::GetSection(System system, const std::string& section_name)
{
for (auto& section : m_sections[system])
if (!strcasecmp(section.m_name.c_str(), section_name.c_str()))
return &section;
if (!strcasecmp(section->m_name.c_str(), section_name.c_str()))
return section.get();
return nullptr;
}
@ -68,10 +68,10 @@ Section* Layer::GetOrCreateSection(System system, const std::string& section_nam
if (!section)
{
if (m_layer == LayerType::Meta)
m_sections[system].emplace_back(RecursiveSection(m_layer, system, section_name));
m_sections[system].emplace_back(std::make_unique<RecursiveSection>(m_layer, system, section_name));
else
m_sections[system].emplace_back(Section(m_layer, system, section_name));
section = &m_sections[system].back();
m_sections[system].emplace_back(std::make_unique<Section>(m_layer, system, section_name));
section = m_sections[system].back().get();
}
return section;
}
@ -113,7 +113,7 @@ bool Layer::IsDirty() const
{
return std::any_of(m_sections.begin(), m_sections.end(), [](const auto& system) {
return std::any_of(system.second.begin(), system.second.end(),
[](const auto& section) { return section.IsDirty(); });
[](const auto& section) { return section->IsDirty(); });
});
}
@ -121,7 +121,7 @@ void Layer::ClearDirty()
{
std::for_each(m_sections.begin(), m_sections.end(), [](auto& system) {
std::for_each(system.second.begin(), system.second.end(),
[](auto& section) { section.ClearDirty(); });
[](auto& section) { section->ClearDirty(); });
});
}
@ -140,8 +140,8 @@ Section* RecursiveLayer::GetOrCreateSection(System system, const std::string& se
Section* section = Layer::GetSection(system, section_name);
if (!section)
{
m_sections[system].emplace_back(RecursiveSection(m_layer, system, section_name));
section = &m_sections[system].back();
m_sections[system].emplace_back(std::make_unique<RecursiveSection>(m_layer, system, section_name));
section = m_sections[system].back().get();
}
return section;
}

View File

@ -14,7 +14,7 @@
namespace Config
{
using LayerMap = std::map<System, std::vector<Section>>;
using LayerMap = std::map<System, std::vector<std::unique_ptr<Section>>>;
class ConfigLayerLoader
{

View File

@ -73,8 +73,8 @@ public:
for (const auto& section : system.second)
{
const std::string section_name = section.GetName();
const Config::SectionValueMap& section_values = section.GetValues();
const std::string section_name = section->GetName();
const Config::SectionValueMap& section_values = section->GetValues();
IniFile::Section* ini_section = ini.GetOrCreateSection(section_name);

View File

@ -391,10 +391,10 @@ void INIGameConfigLayerLoader::Save(Config::Layer* config_layer)
{
for (const auto& section : system.second)
{
for (const auto& value : section.GetValues())
for (const auto& value : section->GetValues())
{
const auto ini_location =
GetINILocationFromConfig({system.first, section.GetName(), value.first});
GetINILocationFromConfig({system.first, section->GetName(), value.first});
if (ini_location.first.empty() && ini_location.second.empty())
continue;