forked from 0ad/0ad
Send Load event to GUI objects after (instead of while) loading the rest of the engine
This was SVN commit r1635.
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@ -499,7 +499,6 @@ void CGUI::AddObject(IGUIObject* pObject)
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// Loaded
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GUI<SGUIMessage>::RecurseObject(0, pObject, &IGUIObject::HandleMessage, SGUIMessage(GUIM_LOAD));
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GUI<CStr>::RecurseObject(0, pObject, &IGUIObject::ScriptEvent, "load");
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}
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catch (PS_RESULT e)
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{
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@ -1132,6 +1132,10 @@ TIMER(init_after_InitRenderer);
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in_add_handler(hotkeyInputHandler); // <- Leave this one until after all the others.
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}
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#ifndef NO_GUI
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g_GUI.SendEventToAll("load");
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#endif
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MICROLOG(L"render blank");
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// render everything to a blank frame to force renderer to load everything
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RenderNoCull();
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