From 32e5cce17afaa87177f5c9db643a5e547bb0d383 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Henrik=20Rydg=C3=A5rd?= Date: Tue, 4 Nov 2025 11:19:58 +0100 Subject: [PATCH] Rename one of the IterateSettings overloads. --- Core/Config.cpp | 16 ++++++++-------- 1 file changed, 8 insertions(+), 8 deletions(-) diff --git a/Core/Config.cpp b/Core/Config.cpp index a657bc03b5..7664b2f627 100644 --- a/Core/Config.cpp +++ b/Core/Config.cpp @@ -1073,7 +1073,7 @@ static const ConfigSectionSettings sectionDescs[] = { const size_t numSections = ARRAY_SIZE(sectionDescs); -static void IterateSettings(IniFile &iniFile, std::function func) { +static void IterateSettingsIni(IniFile &iniFile, std::function func) { for (size_t i = 0; i < numSections; ++i) { Section *section = iniFile.GetOrCreateSection(sectionDescs[i].section); char *owner = sectionDescs[i].owner; @@ -1185,8 +1185,8 @@ bool Config::LoadAppendedConfig() { return false; } - IterateSettings(iniFile, [&iniFile](char *owner, Section *section, const ConfigSetting &setting) { - if (iniFile.Exists(section->name().c_str(), setting.iniKey_)) { + IterateSettingsIni(iniFile, [&iniFile](char *owner, Section *section, const ConfigSetting &setting) { + if (section->Exists(setting.iniKey_)) { setting.ReadFromIniSection(owner, section); } }); @@ -1232,7 +1232,7 @@ void Config::Load(const char *iniFileName, const char *controllerIniFilename) { // Continue anyway to initialize the config. } - IterateSettings(iniFile, [](char *owner, const Section *section, const ConfigSetting &setting) { + IterateSettingsIni(iniFile, [](char *owner, const Section *section, const ConfigSetting &setting) { setting.ReadFromIniSection(owner, section); }); @@ -1374,7 +1374,7 @@ bool Config::Save(const char *saveReason) { // Need to do this somewhere... bFirstRun = false; - IterateSettings(iniFile, [&](const char *owner, Section *section, const ConfigSetting &setting) { + IterateSettingsIni(iniFile, [&](const char *owner, Section *section, const ConfigSetting &setting) { if (!bGameSpecific || !setting.PerGame()) { setting.WriteToIniSection(owner, section); } @@ -1663,7 +1663,7 @@ bool Config::saveGameConfig(const std::string &pGameId, const std::string &title PreSaveCleanup(true); - IterateSettings(iniFile, [](const char *owner, Section *section, const ConfigSetting &setting) { + IterateSettingsIni(iniFile, [](const char *owner, Section *section, const ConfigSetting &setting) { if (setting.PerGame()) { setting.WriteToIniSection(owner, section); } @@ -1722,7 +1722,7 @@ bool Config::loadGameConfig(const std::string &pGameId, const std::string &title vPostShaderNames.push_back(v); } - IterateSettings(iniFile, [](char *owner, const Section *section, const ConfigSetting &setting) { + IterateSettingsIni(iniFile, [](char *owner, const Section *section, const ConfigSetting &setting) { if (setting.PerGame()) { setting.ReadFromIniSection(owner, section); } @@ -1749,7 +1749,7 @@ void Config::unloadGameConfig() { iniFile.Load(iniFilename_); // Reload game specific settings back to standard. - IterateSettings(iniFile, [](char *owner, const Section *section, const ConfigSetting &setting) { + IterateSettingsIni(iniFile, [](char *owner, const Section *section, const ConfigSetting &setting) { if (setting.PerGame()) { setting.ReadFromIniSection(owner, section); }