Rename one of the IterateSettings overloads.

This commit is contained in:
Henrik Rydgård committed 2025-11-04 11:19:58 +01:00
1 parent c63d3b7fdc
commit 32e5cce17a
1 file changed
+8 -8
+8 -8
View File
@@ -1073,7 +1073,7 @@ static const ConfigSectionSettings sectionDescs[] = {
const size_t numSections = ARRAY_SIZE(sectionDescs);
static void IterateSettings(IniFile &iniFile, std::function<void(char *owner, Section *section, const ConfigSetting &setting)> func) {
static void IterateSettingsIni(IniFile &iniFile, std::function<void(char *owner, Section *section, const ConfigSetting &setting)> 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);
}