filesystem: use std for PathExists
Remove custom platform implementation of `PathExists` and replace uses with `std::filesystem::exists`.
This commit is contained in:
committed by
Rick Gibbed
parent
a9fa38c88b
commit
c8e64da4eb
@@ -114,7 +114,7 @@ void SaveConfig() {
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output << fmt::format("\t# {}\n", config_var->description());
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}
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if (xe::filesystem::PathExists(config_path)) {
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if (std::filesystem::exists(config_path)) {
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std::ifstream existingConfigStream(config_path);
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const std::string existingConfig(
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(std::istreambuf_iterator<char>(existingConfigStream)),
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@@ -136,7 +136,7 @@ void SetupConfig(const std::filesystem::path& config_folder) {
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// check if the user specified a specific config to load
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if (!cvars::config.empty()) {
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config_path = xe::to_path(cvars::config);
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if (xe::filesystem::PathExists(config_path)) {
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if (std::filesystem::exists(config_path)) {
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ReadConfig(config_path);
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return;
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}
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@@ -145,7 +145,7 @@ void SetupConfig(const std::filesystem::path& config_folder) {
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// let's also load the default config
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if (!config_folder.empty()) {
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config_path = config_folder / config_name;
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if (xe::filesystem::PathExists(config_path)) {
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if (std::filesystem::exists(config_path)) {
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ReadConfig(config_path);
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}
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// we only want to save the config if the user is using the default
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@@ -158,7 +158,7 @@ void LoadGameConfig(const std::string_view title_id) {
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const auto game_config_folder = config_folder / "config";
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const auto game_config_path =
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game_config_folder / (std::string(title_id) + game_config_suffix);
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if (xe::filesystem::PathExists(game_config_path)) {
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if (std::filesystem::exists(game_config_path)) {
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ReadGameConfig(game_config_path);
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}
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}
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