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- void CFG_Load(void) {
- // GUI should be stopped at the time of calling CFG_Load() to prevent default settings from having any effect
- gprintf("\nCFG_Load()");
- char pathname[200];
- // bool ret = false;
- //set app path
- // chdir_app(argv[0]);
- CFG_Default(-1); // set defaults non forced
- gprintf("\n\t1");
- snprintf(pathname, sizeof(pathname), "%s/config/GXGlobal.cfg", bootDevice);
- gprintf("\n\t2");
- cfg_parsefile(pathname, &widescreen_set); //first set widescreen
- cfg_parsefile(pathname, &path_set); //then set config and layout options
- gprintf("\n\t3");
- WorkAroundIconSet=0; WorkAroundBarOffset=100; // set Workaroundstuff to defaults
- CLEAR_wCOORD_FLAGS;
- gprintf("\n\t4");
- snprintf(pathname, sizeof(pathname), "%sGXtheme.cfg", CFG.theme_path);
- cfg_parsefile(pathname, &theme_set); //finally set theme information
- gprintf("\n\t5");
- // set GUI language, use Wii's language setting if language is set to default
- int wiilang;
- bool langisdefault = false;
- wiilang = CONF_GetLanguage();
- gprintf("\n\t5.1");
- if (!strcmp("notset", Settings.language_path)) {
- snprintf(Settings.language_path, sizeof(Settings.language_path), "%s%s.lang", Settings.languagefiles_path, map_get_name(map_language, wiilang + 1)); // + 1 because because CONF_LANG starts at 0
- if (!checkfile(Settings.language_path)) {
- sprintf(Settings.language_path, "notset");
- gprintf("\n\t5.2");
- }
- gettextLoadLanguage(Settings.language_path);
- langisdefault = true;
- gprintf("\n\t5.3");
- }
- gprintf("\n\t6");
- snprintf(pathname, sizeof(pathname), Settings.language_path);
- gettextLoadLanguage(pathname);
- gprintf("\n\t7");
- // cfg_parsefile(pathname, &language_set);
- snprintf(pathname, sizeof(pathname), "%s/config/GXGameSettings.cfg", bootDevice);
- cfg_parsefile(pathname, &parental_set);
- gprintf("\n\t8");
- // load per-game settings
- cfg_load_games();
- cfg_load_game_num();
- gprintf("\n\t9");
- Global_Default(); //global default depends on theme information
- CFG_LoadGlobal();
- gprintf("\n\t10");
- // use GUI language for the database (Settings.db_language is used for game info/titles and covers)
- char * languagefile;
- languagefile = strrchr(Settings.language_path, '/')+1;
- int mainlangid = -1;
- int i;
- if(strcmp("notset", Settings.language_path)) {
- for (i=0; map_language[i].name != NULL; i++) {
- if (strstr(languagefile, map_language[i].name) != NULL) {
- mainlangid = i - 1; // - 1 because CONF_LANG starts at 0
- break;
- }
- }
- } else {
- mainlangid = wiilang;
- }
- gprintf("\n\t11");
- GetLanguageToLangCode(&mainlangid, Settings.db_language);
- gprintf("\n\t12");
- // set language code for countries that don't have a language setting on the Wii
- if (!strcmp(Settings.db_language,"")) {
- if (strstr(languagefile, "portuguese") != NULL)
- strcpy(Settings.db_language,"PT");
- }
- gprintf("\n\t13");
- if (CONF_GetArea() == CONF_AREA_AUS)
- strcpy(Settings.db_language,"AU");
- // open database if needed, load titles if needed
- OpenXMLDatabase(Settings.titlestxt_path,Settings.db_language, Settings.db_JPtoEN, true, Settings.titlesOverride==1?true:false, true);
- gprintf("\n\t14");
- // titles.txt loaded after database to override database titles with custom titles
- //took out this titles.txt shit because it is useless now. teh xml has all the titles in it
- //snprintf(pathname, sizeof(pathname), "%stitles.txt", Settings.titlestxt_path);
- //cfg_parsefile(pathname, &title_set);
- // cfg_parsearg(argc, argv);
- // if GUI language is set to default Settings.language_path needs to remain "notset" (if the detected setting was kept detection wouldn't work next time)
- if (langisdefault)
- sprintf(Settings.language_path, "notset");
- gprintf("\n\t15");
- }
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