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Removed some unnecessary functions in SystemData.
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@ -981,15 +981,6 @@ bool SystemData::createSystemDirectories()
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return false;
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}
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const bool SystemData::isVisible() const
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{
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// This function doesn't make much sense at the moment; if a system does not have any
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// games available, it will not be processed during startup and will as such not exist.
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// In the future this function may be used for an option to hide specific systems, but
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// for the time being all systems will always be visible.
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return true;
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}
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SystemData* SystemData::getSystemByName(const std::string& systemName)
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{
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for (auto it : sSystemVector) {
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@ -1002,30 +993,22 @@ SystemData* SystemData::getSystemByName(const std::string& systemName)
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SystemData* SystemData::getNext() const
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{
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std::vector<SystemData*>::const_iterator it = getIterator();
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auto it = std::find(sSystemVector.cbegin(), sSystemVector.cend(), this);
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// As we are starting in a valid gamelistview, this will
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// always succeed, even if we have to come full circle.
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do {
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++it;
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if (it == sSystemVector.cend())
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it = sSystemVector.cbegin();
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} while (!(*it)->isVisible());
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++it;
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if (it == sSystemVector.cend())
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it = sSystemVector.cbegin();
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return *it;
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}
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SystemData* SystemData::getPrev() const
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{
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std::vector<SystemData*>::const_reverse_iterator it = getRevIterator();
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auto it = std::find(sSystemVector.crbegin(), sSystemVector.crend(), this);
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// As we are starting in a valid gamelistview, this will
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// always succeed, even if we have to come full circle.
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do {
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++it;
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if (it == sSystemVector.crend())
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it = sSystemVector.crbegin();
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} while (!(*it)->isVisible());
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++it;
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if (it == sSystemVector.crend())
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it = sSystemVector.crbegin();
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return *it;
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}
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@ -115,14 +115,6 @@ public:
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static std::vector<SystemData*> sSystemVector;
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static std::unique_ptr<FindRules> sFindRules;
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std::vector<SystemData*>::const_iterator getIterator() const
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{
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return std::find(sSystemVector.cbegin(), sSystemVector.cend(), this);
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}
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std::vector<SystemData*>::const_reverse_iterator getRevIterator() const
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{
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return std::find(sSystemVector.crbegin(), sSystemVector.crend(), this);
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}
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const bool isCollection() const { return mIsCollectionSystem; }
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const bool isCustomCollection() const { return mIsCustomCollectionSystem; }
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const bool isGroupedCustomCollection() const { return mIsGroupedCustomCollectionSystem; }
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@ -132,8 +124,6 @@ public:
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};
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const bool isGameSystem() const { return mIsGameSystem; }
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const bool isVisible() const;
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static SystemData* getSystemByName(const std::string& systemName);
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SystemData* getNext() const;
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SystemData* getPrev() const;
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