- Timestamp:
- Dec 29, 2009, 10:30:19 PM (16 years ago)
- File:
-
- 1 edited
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code/branches/gamestate/src/libraries/core/input/KeyBinder.cc
r6428 r6432 49 49 : deriveTime_(0.0f) 50 50 , filename_(filename) 51 , configFile_(NULL) 51 52 { 52 53 mouseRelative_[0] = 0; … … 93 94 mouseAxes_[i].groupName_ = "MouseAxes"; 94 95 } 95 96 // We might not even load any bindings at all (KeyDetector for instance)97 this->configFile_ = ConfigFileType::NoType;98 96 99 97 // initialise joy sticks separatly to allow for reloading … … 163 161 164 162 // load the bindings if required 165 if (configFile_ != ConfigFileType::NoType)163 if (configFile_ != NULL) 166 164 { 167 165 for (unsigned int iDev = oldValue; iDev < joySticks_.size(); ++iDev) … … 249 247 COUT(3) << "KeyBinder: Loading key bindings..." << std::endl; 250 248 251 // Get a new ConfigFileType from the ConfigFileManager 252 this->configFile_ = ConfigFileManager::getInstance().getNewConfigFileType(); 253 254 ConfigFileManager::getInstance().setFilename(this->configFile_, this->filename_); 249 this->configFile_ = new ConfigFile(this->filename_); 250 this->configFile_->load(); 255 251 256 252 // Parse bindings and create the ConfigValueContainers if necessary
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