split out SetupSDL
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@@ -968,15 +968,13 @@ int main(int argc, char* argv[])
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PREFSMAN->ReadGlobalPrefsFromDisk();
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ApplyLogPreferences();
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atexit(SDL_Quit); /* Clean up on exit */
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#if defined(HAVE_SDL)
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SetupSDL();
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#endif
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/* This should be done after PREFSMAN is set up, so it can use Dialog::OK(). */
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Dialog::Init();
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/* Fire up the SDL, but don't actually start any subsystems.
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* We use our own error handlers. */
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SDL_Init( SDL_INIT_NOPARACHUTE );
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//
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// Create game objects
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//
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@@ -1067,8 +1065,7 @@ int main(int argc, char* argv[])
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SONGMAN->PreloadSongImages();
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/* This initializes objects that change the SDL event mask, and has other
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* dependencies on the SDL video subsystem, so it must be initialized after
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* DISPLAY and setting the default SDL event mask. */
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* dependencies on the SDL video subsystem, so it must be initialized after DISPLAY. */
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INPUTMAN = new RageInput;
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// These things depend on the TextureManager, so do them after!
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