BreakpointWidget: Move variables closer to usage sites in OnLoad()

In the early-out case, we now don't end up constructing two vectors
that aren't even used. It also keeps relevant code together.
This commit is contained in:
Lioncash 2018-05-13 17:52:26 -04:00
parent e67cbd462b
commit a0a0295f9d

View file

@ -253,26 +253,25 @@ void BreakpointWidget::OnNewBreakpoint()
void BreakpointWidget::OnLoad() void BreakpointWidget::OnLoad()
{ {
IniFile ini; IniFile ini;
BreakPoints::TBreakPointsStr newbps;
MemChecks::TMemChecksStr newmcs;
if (!ini.Load(File::GetUserPath(D_GAMESETTINGS_IDX) + SConfig::GetInstance().GetGameID() + ".ini", if (!ini.Load(File::GetUserPath(D_GAMESETTINGS_IDX) + SConfig::GetInstance().GetGameID() + ".ini",
false)) false))
{ {
return; return;
} }
if (ini.GetLines("BreakPoints", &newbps, false)) BreakPoints::TBreakPointsStr new_bps;
if (ini.GetLines("BreakPoints", &new_bps, false))
{ {
PowerPC::breakpoints.Clear(); PowerPC::breakpoints.Clear();
PowerPC::breakpoints.AddFromStrings(newbps); PowerPC::breakpoints.AddFromStrings(new_bps);
} }
if (ini.GetLines("MemoryBreakPoints", &newmcs, false)) MemChecks::TMemChecksStr new_mcs;
if (ini.GetLines("MemoryBreakPoints", &new_mcs, false))
{ {
PowerPC::memchecks.Clear(); PowerPC::memchecks.Clear();
Settings::Instance().blockSignals(true); Settings::Instance().blockSignals(true);
PowerPC::memchecks.AddFromStrings(newmcs); PowerPC::memchecks.AddFromStrings(new_mcs);
Settings::Instance().blockSignals(false); Settings::Instance().blockSignals(false);
} }