put font initializer on main thread so init text can be immediately rendered and fonts added more easily

This commit is contained in:
Turanszki Janos
2025-06-16 08:25:03 +02:00
parent 469197ede2
commit 24abcd840f
3 changed files with 8 additions and 9 deletions
+5 -8
View File
@@ -320,6 +320,11 @@ void Editor::Initialize()
//infoDisplay.heap_allocation_counter = true;
//infoDisplay.vram_usage = true;
// Font icon is from #include "FontAwesomeV6.h"
// We will not directly use this font style, but let the font renderer fall back on it
// when an icon character is not found in the default font.
wi::font::AddFontStyle("FontAwesomeV6", font_awesome_v6, font_awesome_v6_size);
if (!IsScriptReplacement()) // we only activate editor functionality if this exe does not have a script replacement
{
renderComponent.main = this;
@@ -1400,14 +1405,6 @@ void EditorComponent::Load()
}
void EditorComponent::Start()
{
// Start() is called after system initialization is complete, while Load() can be while initialization is still not finished
// Therefore we initialize things in Start which would need to be after system initializations:
// Font icon is from #include "FontAwesomeV6.h"
// We will not directly use this font style, but let the font renderer fall back on it
// when an icon character is not found in the default font.
wi::font::AddFontStyle("FontAwesomeV6", font_awesome_v6, font_awesome_v6_size);
// Add other fonts that were loaded from fonts directory as fallback fonts:
for (auto& x : font_datas)
{