We might as well load the input config when we initialize the input handler.
--HG-- branch : gui-refactoring
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364c8c493e
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2 changed files with 4 additions and 7 deletions
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@ -1071,6 +1071,10 @@ void prelogInit()
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CInputHandlerManager *InputHandlerManager = CInputHandlerManager::getInstance();
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CInputHandlerManager *InputHandlerManager = CInputHandlerManager::getInstance();
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InputHandlerManager->addToServer (&Driver->EventServer);
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InputHandlerManager->addToServer (&Driver->EventServer);
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std::string filename = CPath::lookup( ClientCfg.XMLInputFile, false );
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if( !filename.empty() )
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InputHandlerManager->readInputConfigFile( filename );
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// Create a text context. We need to put the full path because we not already add search path
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// Create a text context. We need to put the full path because we not already add search path
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// resetTextContext ("bremenb.ttf", false);
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// resetTextContext ("bremenb.ttf", false);
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resetTextContext ("ryzom.ttf", false);
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resetTextContext ("ryzom.ttf", false);
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@ -297,13 +297,6 @@ _ViewRenderer( driver, textcontext )
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// Global initialization
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// Global initialization
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// *********************
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// *********************
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//init the input handler through the parsing of a config file
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CInputHandlerManager *InputHandlerManager = CInputHandlerManager::getInstance();
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string filename = CPath::lookup(ClientCfg.XMLInputFile, false);
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if (!filename.empty())
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InputHandlerManager->readInputConfigFile(filename);
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// Interface Manager init
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// Interface Manager init
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_ViewRenderer.checkNewScreenSize();
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_ViewRenderer.checkNewScreenSize();
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_ViewRenderer.init();
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_ViewRenderer.init();
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