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); }
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 }
/** * 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(); }
void WindowsHost::ShutdownGL() { GL_Shutdown(); PostMessage(mainWindow_, WM_CLOSE, 0, 0); }
void WindowsHost::ShutdownGL() { GL_Shutdown(); }
void WindowsHost::ShutdownGL() { GL_Shutdown(); PostMessage(MainWindow::GetHWND(), WM_CLOSE, 0, 0); }