Fix for cursor not being displayed when asked to display (#1574)
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@@ -18,11 +18,6 @@ public:
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// Public functions
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//! Initialize the UI system. This should be called when all other systems that the UI
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//! system depends upon are initialized. Once the engine is fully modularized this
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//! function will be unnecessary.
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virtual void InitializeSystem() {}
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//! Register a component type with the UI system.
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//! The order in which component types are registered is the order that they show up in
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//! the add component and in the properties pane.
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@@ -431,7 +431,6 @@ private:
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bool InitFileSystem();
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bool InitFileSystem_LoadEngineFolders(const SSystemInitParams& initParams);
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bool InitAudioSystem(const SSystemInitParams& initParams);
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bool InitShine(const SSystemInitParams& initParams);
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//@}
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@@ -852,16 +852,6 @@ bool CSystem::InitVTuneProfiler()
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return true;
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}
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/////////////////////////////////////////////////////////////////////////////////
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bool CSystem::InitShine([[maybe_unused]] const SSystemInitParams& initParams)
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{
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LOADING_TIME_PROFILE_SECTION(GetISystem());
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EBUS_EVENT(UiSystemBus, InitializeSystem);
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return true;
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}
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//////////////////////////////////////////////////////////////////////////
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void CSystem::InitLocalization()
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{
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@@ -1550,20 +1540,6 @@ AZ_POP_DISABLE_WARNING
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}
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m_Time.ResetTimer();
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//////////////////////////////////////////////////////////////////////////
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// UI. Should be after input and hardware mouse
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//////////////////////////////////////////////////////////////////////////
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if (!m_bDedicatedServer)
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{
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AZ_Printf(AZ_TRACE_SYSTEM_WINDOW, "UI system initialization");
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INDENT_LOG_DURING_SCOPE();
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if (!InitShine(startupParams))
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{
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return false;
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}
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}
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InlineInitializationProcessing("CSystem::Init InitShine");
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// CONSOLE
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//////////////////////////////////////////////////////////////////////////
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if (!InitConsole())
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