return d->frameList;
}
+const FrameList &ID3v2::Tag::frameList(const ByteVector &frameID)
+{
+ return d->frameListMap[frameID];
+}
+
void ID3v2::Tag::addFrame(Frame *frame)
{
d->frameList.append(frame);
*
* \warning You should not modify this data structure directly, instead
* use addFrame() and removeFrame().
+ *
+ * \see frameList()
*/
const FrameListMap &frameListMap() const;
*/
const FrameList &frameList() const;
+ /*!
+ * Returns the frame list for frames with the id \a frameID or an empty
+ * list if there are no frames of that type. This is just a convenience
+ * and is equivalent to:
+ *
+ * \code
+ * frameListMap()[frameID];
+ * \endcode
+ *
+ * \see frameListMap()
+ */
+ const FrameList &frameList(const ByteVector &frameID);
+
/*!
* Add a frame to the tag. At this point the tag takes ownership of
* the frame and will handle freeing its memory.