示例#1
0
void WindowsHost::ShutdownGraphics() {
	switch (g_Config.iGPUBackend) {
	case GPU_BACKEND_OPENGL:
		GL_Shutdown();
		break;
	case GPU_BACKEND_DIRECT3D9:
		D3D9_Shutdown();
		break;
	}
	PostMessage(mainWindow_, WM_CLOSE, 0, 0);
}
示例#2
0
void Sys_Shutdown(void)
{
#ifndef SWDS
	Sys_ShutdownFloatTime();
#endif // SWDS
	Steam_ShutdownClient();
#ifdef _WIN32
	if (g_PerfCounterInitialized)
	{
		DeleteCriticalSection(&g_PerfCounterMutex);
		g_PerfCounterInitialized = 0;
	}
#else
	#ifndef SWDS
		GL_Shutdown(*pmainwindow, maindc, baseRC);
	#endif // SWDS

#endif // _WIN32
}
示例#3
0
/**
 * Return to default system state.
 */
void Sys_Shutdown(void)
{
    // We are now shutting down.
    appShutdown = true;

    // Time to unload *everything*.
    if(App_GameLoaded())
        Con_Execute(CMDS_DDAY, "unload", true, false);

    Net_Shutdown();
    // Let's shut down sound first, so Windows' HD-hogging doesn't jam
    // the MUS player (would produce horrible bursts of notes).
    S_Shutdown();
#ifdef __CLIENT__
    GL_Shutdown();
    DD_ClearEvents();
#endif

    DD_DestroyGames();
}
示例#4
0
void WindowsHost::ShutdownGL()
{
	GL_Shutdown();
	PostMessage(mainWindow_, WM_CLOSE, 0, 0);
}
示例#5
0
void WindowsHost::ShutdownGL()
{
	GL_Shutdown();
}
示例#6
0
void WindowsHost::ShutdownGL()
{
	GL_Shutdown();
	PostMessage(MainWindow::GetHWND(), WM_CLOSE, 0, 0);
}