Some const refs and one const function.
This was SVN commit r16882.
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@ -19,10 +19,10 @@
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#include "TemplateLoader.h"
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#include "lib/utf8.h"
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#include "ps/CLogger.h"
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#include "ps/Filesystem.h"
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#include "ps/XML/Xeromyces.h"
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#include "lib/utf8.h"
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static const wchar_t TEMPLATE_ROOT[] = L"simulation/templates/";
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static const wchar_t ACTOR_ROOT[] = L"art/actors/";
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@ -206,7 +206,7 @@ static Status AddActorToTemplates(const VfsPath& pathname, const CFileInfo& UNUS
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return INFO::OK;
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}
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bool CTemplateLoader::TemplateExists(const std::string& templateName)
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bool CTemplateLoader::TemplateExists(const std::string& templateName) const
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{
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size_t pos = templateName.rfind('|');
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std::string baseName(pos != std::string::npos ? templateName.substr(pos+1) : templateName);
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@ -57,7 +57,7 @@ public:
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/**
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* Check if the template XML file exits, without trying to load it.
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*/
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bool TemplateExists(const std::string& templateName);
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bool TemplateExists(const std::string& templateName) const;
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/**
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* Returns a list of strings that could be validly passed as @c templateName to LoadTemplateFile.
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@ -1,4 +1,4 @@
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/* Copyright (C) 2014 Wildfire Games.
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/* Copyright (C) 2015 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@ -537,7 +537,7 @@ std::vector<CStrW> CPostprocManager::GetPostEffects()
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return effects;
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}
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void CPostprocManager::SetPostEffect(CStrW name)
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void CPostprocManager::SetPostEffect(const CStrW& name)
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{
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if (m_IsInitialized)
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{
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@ -596,7 +596,7 @@ std::vector<CStrW> CPostprocManager::GetPostEffects()
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return std::vector<CStrW>();
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}
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void CPostprocManager::SetPostEffect(CStrW UNUSED(name))
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void CPostprocManager::SetPostEffect(const CStrW& UNUSED(name))
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{
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}
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@ -1,4 +1,4 @@
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/* Copyright (C) 2014 Wildfire Games.
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/* Copyright (C) 2015 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@ -97,7 +97,7 @@ public:
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}
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// Sets the current effect.
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void SetPostEffect(CStrW name);
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void SetPostEffect(const CStrW& name);
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// Clears the two color buffers and depth buffer, and redirects all rendering
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// to our textures instead of directly to the system framebuffer.
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@ -1170,7 +1170,7 @@ JS::Value CComponentManager::Script_ReadCivJSONFile(ScriptInterface::CxPrivate*
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return ReadJSONFile(pCxPrivate, L"simulation/data/civs", fileName);
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}
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JS::Value CComponentManager::ReadJSONFile(ScriptInterface::CxPrivate* pCxPrivate, std::wstring filePath, std::wstring fileName)
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JS::Value CComponentManager::ReadJSONFile(ScriptInterface::CxPrivate* pCxPrivate, const std::wstring& filePath, const std::wstring& fileName)
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{
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CComponentManager* componentManager = static_cast<CComponentManager*> (pCxPrivate->pCBData);
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JSContext* cx = pCxPrivate->pScriptInterface->GetContext();
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@ -328,7 +328,7 @@ private:
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static JS::Value Script_ReadJSONFile(ScriptInterface::CxPrivate* pCxPrivate, std::wstring fileName);
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static JS::Value Script_ReadCivJSONFile(ScriptInterface::CxPrivate* pCxPrivate, std::wstring fileName);
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static std::vector<std::string> Script_FindJSONFiles(ScriptInterface::CxPrivate* pCxPrivate, std::wstring subPath, bool recursive);
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static JS::Value ReadJSONFile(ScriptInterface::CxPrivate* pCxPrivate, std::wstring filePath, std::wstring fileName);
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static JS::Value ReadJSONFile(ScriptInterface::CxPrivate* pCxPrivate, const std::wstring& filePath, const std::wstring& fileName);
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// callback function to handle recursively finding files in a directory
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static Status FindJSONFilesCallback(const VfsPath&, const CFileInfo&, const uintptr_t);
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