GameList: Use string_view for GetEntryForPath()
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@ -2754,7 +2754,7 @@ void FullscreenUI::SwitchToGameSettings()
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return;
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auto lock = GameList::GetLock();
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const GameList::Entry* entry = GameList::GetEntryForPath(System::GetDiscPath().c_str());
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const GameList::Entry* entry = GameList::GetEntryForPath(System::GetDiscPath());
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if (!entry)
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{
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SwitchToGameSettingsForSerial(System::GetGameSerial());
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@ -2767,7 +2767,7 @@ void FullscreenUI::SwitchToGameSettings()
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void FullscreenUI::SwitchToGameSettingsForPath(const std::string& path)
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{
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auto lock = GameList::GetLock();
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const GameList::Entry* entry = GameList::GetEntryForPath(path.c_str());
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const GameList::Entry* entry = GameList::GetEntryForPath(path);
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if (entry)
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SwitchToGameSettings(entry);
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}
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@ -5535,7 +5535,7 @@ u32 FullscreenUI::PopulateSaveStateListEntries(const std::string& title, const s
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bool FullscreenUI::OpenLoadStateSelectorForGame(const std::string& game_path)
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{
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auto lock = GameList::GetLock();
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const GameList::Entry* entry = GameList::GetEntryForPath(game_path.c_str());
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const GameList::Entry* entry = GameList::GetEntryForPath(game_path);
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if (entry)
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{
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s_save_state_selector_loading = true;
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@ -6823,7 +6823,7 @@ GPUTexture* FullscreenUI::GetCoverForCurrentGame()
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{
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auto lock = GameList::GetLock();
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const GameList::Entry* entry = GameList::GetEntryForPath(System::GetDiscPath().c_str());
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const GameList::Entry* entry = GameList::GetEntryForPath(System::GetDiscPath());
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if (!entry)
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return s_fallback_disc_texture.get();
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