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save also metadata that have default values. they might not had default values on start so they have to be saved
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4b4c207208
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@ -217,11 +217,6 @@ void updateGamelist(SystemData* system)
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{
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{
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const char* tag = ((*fit)->getType() == GAME) ? "game" : "folder";
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const char* tag = ((*fit)->getType() == GAME) ? "game" : "folder";
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// check if current file has metadata, if no, skip it as it wont be in the gamelist anyway.
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if ((*fit)->metadata.isDefault()) {
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continue;
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}
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// do not touch if it wasn't changed anyway
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// do not touch if it wasn't changed anyway
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if (!(*fit)->metadata.wasChanged())
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if (!(*fit)->metadata.wasChanged())
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continue;
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continue;
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@ -140,17 +140,6 @@ float MetaDataList::getFloat(const std::string& key) const
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return (float)atof(get(key).c_str());
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return (float)atof(get(key).c_str());
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}
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}
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bool MetaDataList::isDefault()
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{
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const std::vector<MetaDataDecl>& mdd = getMDD();
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for (unsigned int i = 1; i < mMap.size(); i++) {
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if (mMap.at(mdd[i].key) != mdd[i].defaultValue) return false;
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}
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return true;
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}
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bool MetaDataList::wasChanged() const
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bool MetaDataList::wasChanged() const
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{
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{
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return mWasChanged;
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return mWasChanged;
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@ -55,8 +55,6 @@ public:
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int getInt(const std::string& key) const;
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int getInt(const std::string& key) const;
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float getFloat(const std::string& key) const;
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float getFloat(const std::string& key) const;
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bool isDefault();
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bool wasChanged() const;
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bool wasChanged() const;
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void resetChangedFlag();
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void resetChangedFlag();
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