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fonts: broken language after unicode fall-back

How was setting a locale to a fontname supposed to work anyway?
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1 parent a5b23bc commit 54e1835df6c1dd12ea3d3469dc09ebce927e20c6 theuni committed Apr 20, 2012
Showing with 0 additions and 9 deletions.
  1. +0 −9 xbmc/settings/GUISettings.cpp
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9 xbmc/settings/GUISettings.cpp
@@ -1408,15 +1408,6 @@ bool CGUISettings::SetLanguage(const CStdString &strLanguage)
if (!g_langInfo.Load(strLangInfoPath))
return false;
- if (g_langInfo.ForceUnicodeFont() && !g_fontManager.IsFontSetUnicode())
- {
- CLog::Log(LOGINFO, "Language needs a ttf font, loading first ttf font available");
- CStdString strFontSet;
- if (g_fontManager.GetFirstFontSetUnicode(strFontSet))
- strNewLanguage = strFontSet;
- else
- CLog::Log(LOGERROR, "No ttf font found but needed: %s", strFontSet.c_str());
- }
SetString("locale.language", strNewLanguage);
g_charsetConverter.reset();

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