void SavegameList::LoadPlaybacks(const std::vector<std::string>& filenames) { m_replays.clear(); const size_t size = filenames.size(); for (size_t i = 0; i < size; ++i) { const std::string fn = filenames[i]; StoredGame& rep_ref = AddPlayback(i); if (!GetSavegameInfos(fn, rep_ref)) { RemovePlayback(rep_ref.id); } } }
void SavegameList::LoadPlaybacks( const wxArrayString& filenames ) { m_fails = 0; m_replays.clear(); size_t size = filenames.GetCount(); for ( size_t i = 0; i < size; ++i) { wxString fn = filenames[i]; Savegame& rep_ref = AddPlayback( i ); // don't touch this reference, since elements inside this data structure are filled using pointers, adding & not fecthing the new addresses would screw up references when rep gets destroyed if ( !GetSavegameInfos( filenames[i] , rep_ref ) ) { RemovePlayback( rep_ref.id ); m_fails++; } } }