void Helium::RendererInitializationWin::Shutdown()
{
	DynamicDrawer::DestroyStaticInstance();
	RenderResourceManager::DestroyStaticInstance();

	Renderer* pRenderer = Renderer::GetStaticInstance();
	if( pRenderer )
	{
		pRenderer->Shutdown();
		Renderer::DestroyStaticInstance();
	}

	WindowManager* pWindowManager = WindowManager::GetStaticInstance();
	if( pWindowManager )
	{
		if( m_pMainWindow )
		{
			m_pMainWindow->Destroy();
			while( m_pMainWindow )
			{
				pWindowManager->Update();
			}
		}

		pWindowManager->Shutdown();
		WindowManager::DestroyStaticInstance();
	}
}
Exemple #2
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/// Run the application loop.
///
/// This will not return until the application is ready to shut down and terminate.
///
/// @return  Result code of application execution.
int32_t GameSystem::Run()
{
    WindowManager* pWindowManager = WindowManager::GetStaticInstance();
    if( !pWindowManager )
    {
        return 0;
    }

    WorldManager& rWorldManager = WorldManager::GetStaticInstance();

    while( pWindowManager->Update() )
    {
        rWorldManager.Update();
    }

    return 0;
}
Exemple #3
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/// Shut down this system.
///
/// @see Initialize()
void GameSystem::Shutdown()
{
    WorldManager::DestroyStaticInstance();
    DynamicDrawer::DestroyStaticInstance();
    RenderResourceManager::DestroyStaticInstance();

    Renderer* pRenderer = Renderer::GetStaticInstance();
    if( pRenderer )
    {
        pRenderer->Shutdown();
        Renderer::DestroyStaticInstance();
    }

    WindowManager* pWindowManager = WindowManager::GetStaticInstance();
    if( pWindowManager )
    {
        if( m_pMainWindow )
        {
            m_pMainWindow->Destroy();
            while( m_pMainWindow )
            {
                pWindowManager->Update();
            }
        }

        pWindowManager->Shutdown();
        WindowManager::DestroyStaticInstance();
    }

    HELIUM_ASSERT( !m_pMainWindow );

    JobManager::DestroyStaticInstance();

    Config::DestroyStaticInstance();

    if( m_pObjectLoaderInitialization )
    {
        m_pObjectLoaderInitialization->Shutdown();
        m_pObjectLoaderInitialization = NULL;
    }

    if( m_pObjectTypeRegistration )
    {
        m_pObjectTypeRegistration->Unregister();
        m_pObjectTypeRegistration = NULL;
    }

    GameObjectType::Shutdown();
    GameObject::Shutdown();

    Reflect::Cleanup();

    AsyncLoader::GetStaticInstance().Shutdown();
    AsyncLoader::DestroyStaticInstance();

    Reflect::ObjectRefCountSupport::Shutdown();

    GameObjectPath::Shutdown();
    CharName::Shutdown();
    WideName::Shutdown();

    File::Shutdown();

    // Perform base System shutdown last.
    System::Shutdown();
}