GameListItem: Rename m_banner to m_volume_banner
I want to clarify that it isn't used for PNG banners.
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89716025da
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@ -90,8 +90,9 @@ GameListItem::GameListItem(const std::string& filename)
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m_disc_number = volume->GetDiscNumber().value_or(0);
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m_disc_number = volume->GetDiscNumber().value_or(0);
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m_revision = volume->GetRevision().value_or(0);
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m_revision = volume->GetRevision().value_or(0);
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std::vector<u32> buffer = volume->GetBanner(&m_banner.width, &m_banner.height);
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auto& banner = m_volume_banner;
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ReadVolumeBanner(&m_banner.buffer, buffer, m_banner.width, m_banner.height);
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std::vector<u32> buffer = volume->GetBanner(&banner.width, &banner.height);
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ReadVolumeBanner(&banner.buffer, buffer, banner.width, banner.height);
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m_valid = true;
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m_valid = true;
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}
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}
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@ -123,7 +124,7 @@ GameListItem::GameListItem(const std::string& filename)
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else
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else
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{
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{
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// Volume banner. Typical for everything that isn't a DOL or ELF.
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// Volume banner. Typical for everything that isn't a DOL or ELF.
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SetWxBannerFromRaw(m_banner);
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SetWxBannerFromRaw(m_volume_banner);
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}
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}
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}
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}
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@ -195,12 +196,12 @@ void GameListItem::DoState(PointerWrap& p)
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p.Do(m_blob_type);
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p.Do(m_blob_type);
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p.Do(m_revision);
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p.Do(m_revision);
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p.Do(m_disc_number);
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p.Do(m_disc_number);
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m_banner.DoState(p);
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m_volume_banner.DoState(p);
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m_emu_state.DoState(p);
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m_emu_state.DoState(p);
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p.Do(m_custom_name);
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p.Do(m_custom_name);
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if (p.GetMode() == PointerWrap::MODE_READ)
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if (p.GetMode() == PointerWrap::MODE_READ)
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{
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{
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SetWxBannerFromRaw(m_banner);
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SetWxBannerFromRaw(m_volume_banner);
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}
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}
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}
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}
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@ -256,26 +257,26 @@ bool GameListItem::BannerChanged()
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// so sometimes caches don't contain banners. Let's check
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// so sometimes caches don't contain banners. Let's check
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// if a banner has become available after the cache was made.
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// if a banner has become available after the cache was made.
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if (!m_banner.empty())
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if (!m_volume_banner.empty())
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return false;
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return false;
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if (m_platform != DiscIO::Platform::WII_DISC && m_platform != DiscIO::Platform::WII_WAD)
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if (m_platform != DiscIO::Platform::WII_DISC && m_platform != DiscIO::Platform::WII_WAD)
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return false;
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return false;
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auto& banner = m_pending.banner;
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auto& banner = m_pending.volume_banner;
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std::vector<u32> buffer = DiscIO::Volume::GetWiiBanner(&banner.width, &banner.height, m_title_id);
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std::vector<u32> buffer = DiscIO::Volume::GetWiiBanner(&banner.width, &banner.height, m_title_id);
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if (!buffer.size())
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if (!buffer.size())
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return false;
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return false;
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ReadVolumeBanner(&banner.buffer, buffer, banner.width, banner.height);
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ReadVolumeBanner(&banner.buffer, buffer, banner.width, banner.height);
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// We only reach here if m_banner was empty, so we don't need to explicitly
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// We only reach here if m_volume_banner was empty, so we don't need to explicitly
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// compare to see if they are different
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// compare to see if they are different
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return true;
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return true;
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}
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}
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void GameListItem::BannerCommit()
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void GameListItem::BannerCommit()
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{
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{
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m_banner = std::move(m_pending.banner);
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m_volume_banner = std::move(m_pending.volume_banner);
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SetWxBannerFromRaw(m_banner);
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SetWxBannerFromRaw(m_volume_banner);
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}
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}
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std::string GameListItem::GetDescription(DiscIO::Language language) const
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std::string GameListItem::GetDescription(DiscIO::Language language) const
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@ -95,6 +95,7 @@ private:
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int height);
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int height);
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// Outputs to m_banner_wx
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// Outputs to m_banner_wx
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bool SetWxBannerFromPNGFile(const std::string& path);
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bool SetWxBannerFromPNGFile(const std::string& path);
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// Outputs to m_banner_wx
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void SetWxBannerFromRaw(const Banner& banner);
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void SetWxBannerFromRaw(const Banner& banner);
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// IMPORTANT: Nearly all data members must be save/restored in DoState.
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// IMPORTANT: Nearly all data members must be save/restored in DoState.
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@ -120,7 +121,7 @@ private:
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u16 m_revision{};
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u16 m_revision{};
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u8 m_disc_number{};
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u8 m_disc_number{};
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Banner m_banner{};
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Banner m_volume_banner{};
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EmuState m_emu_state{};
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EmuState m_emu_state{};
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// Overridden name from TitleDatabase
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// Overridden name from TitleDatabase
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std::string m_custom_name{};
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std::string m_custom_name{};
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@ -133,7 +134,7 @@ private:
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struct
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struct
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{
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{
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EmuState emu_state;
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EmuState emu_state;
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Banner banner;
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Banner volume_banner;
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std::string custom_name;
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std::string custom_name;
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} m_pending{};
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} m_pending{};
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};
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};
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