本文整理汇总了C++中GraphicsContext::Shutdown方法的典型用法代码示例。如果您正苦于以下问题:C++ GraphicsContext::Shutdown方法的具体用法?C++ GraphicsContext::Shutdown怎么用?C++ GraphicsContext::Shutdown使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类GraphicsContext
的用法示例。
在下文中一共展示了GraphicsContext::Shutdown方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: main
//.........这里部分代码省略.........
input.flags = TOUCH_MOVE | TOUCH_MOUSE;
input.id = 0;
NativeTouch(input);
}
break;
case SDL_MOUSEBUTTONUP:
switch (event.button.button) {
case SDL_BUTTON_LEFT:
{
mouseDown = false;
TouchInput input;
input.x = mx;
input.y = my;
input.flags = TOUCH_UP | TOUCH_MOUSE;
input.id = 0;
NativeTouch(input);
KeyInput key(DEVICE_ID_MOUSE, NKCODE_EXT_MOUSEBUTTON_1, KEY_UP);
NativeKey(key);
}
break;
case SDL_BUTTON_RIGHT:
{
KeyInput key(DEVICE_ID_MOUSE, NKCODE_EXT_MOUSEBUTTON_2, KEY_UP);
NativeKey(key);
}
break;
}
break;
default:
if (joystick) {
joystick->ProcessInput(event);
}
break;
}
}
if (g_QuitRequested)
break;
const uint8_t *keys = SDL_GetKeyboardState(NULL);
if (emuThreadState == (int)EmuThreadState::DISABLED) {
UpdateRunLoop();
}
if (g_QuitRequested)
break;
#if !defined(MOBILE_DEVICE)
if (lastUIState != GetUIState()) {
lastUIState = GetUIState();
if (lastUIState == UISTATE_INGAME && g_Config.bFullScreen && !g_Config.bShowTouchControls)
SDL_ShowCursor(SDL_DISABLE);
if (lastUIState != UISTATE_INGAME && g_Config.bFullScreen)
SDL_ShowCursor(SDL_ENABLE);
}
#endif
if (framecount % 60 == 0) {
// glsl_refresh(); // auto-reloads modified GLSL shaders once per second.
}
if (emuThreadState != (int)EmuThreadState::DISABLED) {
if (!graphicsContext->ThreadFrame())
break;
}
graphicsContext->SwapBuffers();
ToggleFullScreenIfFlagSet(window);
time_update();
framecount++;
}
if (useEmuThread) {
EmuThreadStop();
while (emuThreadState != (int)EmuThreadState::STOPPED) {
// Need to keep eating frames to allow the EmuThread to exit correctly.
graphicsContext->ThreadFrame();
}
EmuThreadJoin();
}
delete joystick;
if (!useEmuThread) {
NativeShutdownGraphics();
}
graphicsContext->Shutdown();
graphicsContext->ThreadEnd();
graphicsContext->ShutdownFromRenderThread();
NativeShutdown();
delete graphicsContext;
SDL_PauseAudio(1);
SDL_CloseAudio();
SDL_Quit();
#if PPSSPP_PLATFORM(RPI)
bcm_host_deinit();
#endif
glslang::FinalizeProcess();
ILOG("Leaving main");
return 0;
}
示例2: main
//.........这里部分代码省略.........
#ifdef _MSC_VER
// VFSRegister("temp/", new DirectoryAssetReader("E:\\Temp\\"));
TCHAR path[MAX_PATH];
SHGetFolderPath(NULL, CSIDL_APPDATA, NULL, 0, path);
PathAppend(path, (app_name + "\\").c_str());
#else
// Mac / Linux
char path[2048];
const char *the_path = getenv("HOME");
if (!the_path) {
struct passwd* pwd = getpwuid(getuid());
if (pwd)
the_path = pwd->pw_dir;
}
strcpy(path, the_path);
if (path[strlen(path)-1] != '/')
strcat(path, "/");
#endif
#ifdef _WIN32
NativeInit(remain_argc, (const char **)remain_argv, path, "D:\\", nullptr);
#else
NativeInit(remain_argc, (const char **)remain_argv, path, "/tmp", nullptr);
#endif
// Use the setting from the config when initing the window.
if (g_Config.bFullScreen)
mode |= SDL_WINDOW_FULLSCREEN_DESKTOP;
g_Screen = SDL_CreateWindow(app_name_nice.c_str(), SDL_WINDOWPOS_UNDEFINED_DISPLAY(getDisplayNumber()),\
SDL_WINDOWPOS_UNDEFINED, pixel_xres, pixel_yres, mode);
if (g_Screen == NULL) {
NativeShutdown();
fprintf(stderr, "SDL_CreateWindow failed: %s\n", SDL_GetError());
SDL_Quit();
return 2;
}
SDL_GLContext glContext = SDL_GL_CreateContext(g_Screen);
if (glContext == NULL) {
NativeShutdown();
fprintf(stderr, "SDL_GL_CreateContext failed: %s\n", SDL_GetError());
SDL_Quit();
return 2;
}
#ifdef USING_EGL
EGL_Init();
#endif
SDL_SetWindowTitle(g_Screen, (app_name_nice + " " + PPSSPP_GIT_VERSION).c_str());
#ifdef MOBILE_DEVICE
SDL_ShowCursor(SDL_DISABLE);
#endif
#ifndef USING_GLES2
// Some core profile drivers elide certain extensions from GL_EXTENSIONS/etc.
// glewExperimental allows us to force GLEW to search for the pointers anyway.
if (gl_extensions.IsCoreContext)
glewExperimental = true;
if (GLEW_OK != glewInit()) {
printf("Failed to initialize glew!\n");
return 1;