yuzu/game_list_worker: Tidy up string handling in FillControlMap()
We don't need to call out to our own file handling functions when we're going to construct a QFileInfo instance right after it. We also don't need to convert to a std::string again just to compare the file extension.
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@ -155,14 +155,15 @@ void GameListWorker::AddInstalledTitlesToGameList() {
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void GameListWorker::FillControlMap(const std::string& dir_path) {
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void GameListWorker::FillControlMap(const std::string& dir_path) {
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const auto nca_control_callback = [this](u64* num_entries_out, const std::string& directory,
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const auto nca_control_callback = [this](u64* num_entries_out, const std::string& directory,
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const std::string& virtual_name) -> bool {
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const std::string& virtual_name) -> bool {
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std::string physical_name = directory + DIR_SEP + virtual_name;
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const std::string physical_name = directory + DIR_SEP + virtual_name;
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if (stop_processing)
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if (stop_processing) {
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return false; // Breaks the callback loop.
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// Breaks the callback loop
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return false;
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}
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bool is_dir = FileUtil::IsDirectory(physical_name);
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const QFileInfo file_info(QString::fromStdString(physical_name));
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QFileInfo file_info(physical_name.c_str());
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if (!file_info.isDir() && file_info.suffix() == QStringLiteral("nca")) {
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if (!is_dir && file_info.suffix().toStdString() == "nca") {
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auto nca =
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auto nca =
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std::make_unique<FileSys::NCA>(vfs->OpenFile(physical_name, FileSys::Mode::Read));
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std::make_unique<FileSys::NCA>(vfs->OpenFile(physical_name, FileSys::Mode::Read));
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if (nca->GetType() == FileSys::NCAContentType::Control) {
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if (nca->GetType() == FileSys::NCAContentType::Control) {
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