Config/Layer: Fix accidental cast of RecursiveSection to Section
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@ -57,8 +57,8 @@ bool Layer::DeleteKey(System system, const std::string& section_name, const std:
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Section* Layer::GetSection(System system, const std::string& section_name)
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{
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for (auto& section : m_sections[system])
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if (!strcasecmp(section.m_name.c_str(), section_name.c_str()))
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return §ion;
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if (!strcasecmp(section->m_name.c_str(), section_name.c_str()))
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return section.get();
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return nullptr;
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}
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@ -68,10 +68,10 @@ Section* Layer::GetOrCreateSection(System system, const std::string& section_nam
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if (!section)
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{
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if (m_layer == LayerType::Meta)
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m_sections[system].emplace_back(RecursiveSection(m_layer, system, section_name));
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m_sections[system].emplace_back(std::make_unique<RecursiveSection>(m_layer, system, section_name));
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else
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m_sections[system].emplace_back(Section(m_layer, system, section_name));
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section = &m_sections[system].back();
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m_sections[system].emplace_back(std::make_unique<Section>(m_layer, system, section_name));
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section = m_sections[system].back().get();
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}
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return section;
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}
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@ -113,7 +113,7 @@ bool Layer::IsDirty() const
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{
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return std::any_of(m_sections.begin(), m_sections.end(), [](const auto& system) {
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return std::any_of(system.second.begin(), system.second.end(),
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[](const auto& section) { return section.IsDirty(); });
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[](const auto& section) { return section->IsDirty(); });
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});
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}
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@ -121,7 +121,7 @@ void Layer::ClearDirty()
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{
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std::for_each(m_sections.begin(), m_sections.end(), [](auto& system) {
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std::for_each(system.second.begin(), system.second.end(),
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[](auto& section) { section.ClearDirty(); });
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[](auto& section) { section->ClearDirty(); });
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});
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}
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@ -140,8 +140,8 @@ Section* RecursiveLayer::GetOrCreateSection(System system, const std::string& se
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Section* section = Layer::GetSection(system, section_name);
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if (!section)
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{
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m_sections[system].emplace_back(RecursiveSection(m_layer, system, section_name));
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section = &m_sections[system].back();
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m_sections[system].emplace_back(std::make_unique<RecursiveSection>(m_layer, system, section_name));
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section = m_sections[system].back().get();
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}
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return section;
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}
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@ -14,7 +14,7 @@
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namespace Config
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{
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using LayerMap = std::map<System, std::vector<Section>>;
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using LayerMap = std::map<System, std::vector<std::unique_ptr<Section>>>;
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class ConfigLayerLoader
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{
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@ -73,8 +73,8 @@ public:
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for (const auto& section : system.second)
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{
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const std::string section_name = section.GetName();
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const Config::SectionValueMap& section_values = section.GetValues();
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const std::string section_name = section->GetName();
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const Config::SectionValueMap& section_values = section->GetValues();
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IniFile::Section* ini_section = ini.GetOrCreateSection(section_name);
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@ -391,10 +391,10 @@ void INIGameConfigLayerLoader::Save(Config::Layer* config_layer)
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{
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for (const auto& section : system.second)
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{
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for (const auto& value : section.GetValues())
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for (const auto& value : section->GetValues())
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{
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const auto ini_location =
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GetINILocationFromConfig({system.first, section.GetName(), value.first});
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GetINILocationFromConfig({system.first, section->GetName(), value.first});
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if (ini_location.first.empty() && ini_location.second.empty())
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continue;
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