pcsx2/pcsx2/GameDatabase.cpp

77 lines
2.1 KiB
C++

/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2010 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/
#include "PrecompiledHeader.h"
#include "GameDatabase.h"
BaseGameDatabaseImpl::BaseGameDatabaseImpl()
: gHash( 9900 )
, m_baseKey( L"Serial" )
{
}
// Sets the current game to the one matching the serial id given
// Returns true if game found, false if not found...
bool BaseGameDatabaseImpl::findGame(Game_Data& dest, const wxString& id) {
GameDataHash::const_iterator iter( gHash.find(id) );
if( iter == gHash.end() ) {
dest.clear();
return false;
}
dest = iter->second;
return true;
}
Game_Data* BaseGameDatabaseImpl::createNewGame( const wxString& id )
{
return &gHash.emplace(id, Game_Data{id}).first->second;
}
// Searches the current game's data to see if the given key exists
bool Game_Data::keyExists(const wxString& key) const {
for (auto it = kList.begin(); it != kList.end(); ++it) {
if (it->CompareKey(key)) {
return true;
}
}
return false;
}
// Gets a string representation of the 'value' for the given key
wxString Game_Data::getString(const wxString& key) const {
for (auto it = kList.begin(); it != kList.end(); ++it) {
if (it->CompareKey(key)) {
return it->value;
}
}
return wxString();
}
void Game_Data::writeString(const wxString& key, const wxString& value) {
for (auto it = kList.begin(); it != kList.end(); ++it) {
if (it->CompareKey(key)) {
if( value.IsEmpty() )
kList.erase(it);
else
it->value = value;
return;
}
}
if( !value.IsEmpty() ) {
kList.push_back(key_pair(key, value));
}
}