mirror of
https://git.ryujinx.app/ryubing/ryujinx.git
synced 2025-07-26 15:49:57 -06:00
headless: collapse headless window definition into a "Windows" folder, change GetWindowFlags to an abstract property.
This commit is contained in:
576
src/Ryujinx/Headless/Windows/WindowBase.cs
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576
src/Ryujinx/Headless/Windows/WindowBase.cs
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@ -0,0 +1,576 @@
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using Humanizer;
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using LibHac.Tools.Fs;
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using Ryujinx.Ava;
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using Ryujinx.Common.Configuration;
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using Ryujinx.Common.Configuration.Hid;
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using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.GAL.Multithreading;
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using Ryujinx.Graphics.Gpu;
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using Ryujinx.Graphics.OpenGL;
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using Ryujinx.HLE.HOS.Applets;
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using Ryujinx.HLE.HOS.Services.Am.AppletOE.ApplicationProxyService.ApplicationProxy.Types;
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using Ryujinx.HLE.UI;
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using Ryujinx.Input;
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using Ryujinx.Input.HLE;
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using Ryujinx.Input.SDL2;
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using Ryujinx.SDL2.Common;
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.IO;
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using System.Runtime.InteropServices;
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using System.Threading;
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using static SDL2.SDL;
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using AntiAliasing = Ryujinx.Common.Configuration.AntiAliasing;
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using ScalingFilter = Ryujinx.Common.Configuration.ScalingFilter;
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using Switch = Ryujinx.HLE.Switch;
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namespace Ryujinx.Headless
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{
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abstract partial class WindowBase : IHostUIHandler, IDisposable
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{
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protected const int DefaultWidth = 1280;
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protected const int DefaultHeight = 720;
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private const int TargetFps = 60;
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private SDL_WindowFlags DefaultFlags = SDL_WindowFlags.SDL_WINDOW_ALLOW_HIGHDPI | SDL_WindowFlags.SDL_WINDOW_RESIZABLE | SDL_WindowFlags.SDL_WINDOW_INPUT_FOCUS | SDL_WindowFlags.SDL_WINDOW_SHOWN;
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private SDL_WindowFlags FullscreenFlag = 0;
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private static readonly ConcurrentQueue<Action> _mainThreadActions = new();
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[LibraryImport("SDL2")]
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// TODO: Remove this as soon as SDL2-CS was updated to expose this method publicly
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private static partial nint SDL_LoadBMP_RW(nint src, int freesrc);
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public static void QueueMainThreadAction(Action action)
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{
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_mainThreadActions.Enqueue(action);
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}
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public NpadManager NpadManager { get; }
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public TouchScreenManager TouchScreenManager { get; }
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public Switch Device { get; private set; }
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public IRenderer Renderer { get; private set; }
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public event EventHandler<StatusUpdatedEventArgs> StatusUpdatedEvent;
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protected nint WindowHandle { get; set; }
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public IHostUITheme HostUITheme { get; }
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public int Width { get; private set; }
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public int Height { get; private set; }
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public int DisplayId { get; set; }
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public bool IsFullscreen { get; set; }
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public bool IsExclusiveFullscreen { get; set; }
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public int ExclusiveFullscreenWidth { get; set; }
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public int ExclusiveFullscreenHeight { get; set; }
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public AntiAliasing AntiAliasing { get; set; }
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public ScalingFilter ScalingFilter { get; set; }
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public int ScalingFilterLevel { get; set; }
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protected SDL2MouseDriver MouseDriver;
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private readonly InputManager _inputManager;
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private readonly IKeyboard _keyboardInterface;
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private readonly GraphicsDebugLevel _glLogLevel;
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private readonly Stopwatch _chrono;
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private readonly long _ticksPerFrame;
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private readonly CancellationTokenSource _gpuCancellationTokenSource;
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private readonly ManualResetEvent _exitEvent;
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private readonly ManualResetEvent _gpuDoneEvent;
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private long _ticks;
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private bool _isActive;
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private bool _isStopped;
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private uint _windowId;
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private string _gpuDriverName;
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private readonly AspectRatio _aspectRatio;
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private readonly bool _enableMouse;
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private readonly bool _ignoreControllerApplet;
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public WindowBase(
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InputManager inputManager,
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GraphicsDebugLevel glLogLevel,
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AspectRatio aspectRatio,
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bool enableMouse,
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HideCursorMode hideCursorMode,
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bool ignoreControllerApplet)
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{
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MouseDriver = new SDL2MouseDriver(hideCursorMode);
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_inputManager = inputManager;
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_inputManager.SetMouseDriver(MouseDriver);
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NpadManager = _inputManager.CreateNpadManager();
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TouchScreenManager = _inputManager.CreateTouchScreenManager();
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_keyboardInterface = (IKeyboard)_inputManager.KeyboardDriver.GetGamepad("0");
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_glLogLevel = glLogLevel;
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_chrono = new Stopwatch();
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_ticksPerFrame = Stopwatch.Frequency / TargetFps;
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_gpuCancellationTokenSource = new CancellationTokenSource();
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_exitEvent = new ManualResetEvent(false);
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_gpuDoneEvent = new ManualResetEvent(false);
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_aspectRatio = aspectRatio;
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_enableMouse = enableMouse;
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_ignoreControllerApplet = ignoreControllerApplet;
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HostUITheme = new HeadlessHostUiTheme();
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SDL2Driver.Instance.Initialize();
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}
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public void Initialize(Switch device, List<InputConfig> inputConfigs, bool enableKeyboard, bool enableMouse)
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{
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Device = device;
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IRenderer renderer = Device.Gpu.Renderer;
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if (renderer is ThreadedRenderer tr)
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{
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renderer = tr.BaseRenderer;
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}
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Renderer = renderer;
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NpadManager.Initialize(device, inputConfigs, enableKeyboard, enableMouse);
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TouchScreenManager.Initialize(device);
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}
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private void SetWindowIcon()
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{
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Stream iconStream = typeof(Program).Assembly.GetManifestResourceStream("HeadlessLogo");
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byte[] iconBytes = new byte[iconStream!.Length];
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if (iconStream.Read(iconBytes, 0, iconBytes.Length) != iconBytes.Length)
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{
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Logger.Error?.Print(LogClass.Application, "Failed to read icon to byte array.");
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iconStream.Close();
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return;
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}
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iconStream.Close();
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unsafe
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{
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fixed (byte* iconPtr = iconBytes)
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{
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nint rwOpsStruct = SDL_RWFromConstMem((nint)iconPtr, iconBytes.Length);
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nint iconHandle = SDL_LoadBMP_RW(rwOpsStruct, 1);
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SDL_SetWindowIcon(WindowHandle, iconHandle);
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SDL_FreeSurface(iconHandle);
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}
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}
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}
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private void InitializeWindow()
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{
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var activeProcess = Device.Processes.ActiveApplication;
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var nacp = activeProcess.ApplicationControlProperties;
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int desiredLanguage = (int)Device.System.State.DesiredTitleLanguage;
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string titleNameSection = string.IsNullOrWhiteSpace(nacp.Title[desiredLanguage].NameString.ToString()) ? string.Empty : $" - {nacp.Title[desiredLanguage].NameString.ToString()}";
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string titleVersionSection = string.IsNullOrWhiteSpace(nacp.DisplayVersionString.ToString()) ? string.Empty : $" v{nacp.DisplayVersionString.ToString()}";
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string titleIdSection = string.IsNullOrWhiteSpace(activeProcess.ProgramIdText) ? string.Empty : $" ({activeProcess.ProgramIdText.ToUpper()})";
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string titleArchSection = activeProcess.Is64Bit ? " (64-bit)" : " (32-bit)";
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Width = DefaultWidth;
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Height = DefaultHeight;
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if (IsExclusiveFullscreen)
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{
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Width = ExclusiveFullscreenWidth;
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Height = ExclusiveFullscreenHeight;
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DefaultFlags = SDL_WindowFlags.SDL_WINDOW_ALLOW_HIGHDPI;
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FullscreenFlag = SDL_WindowFlags.SDL_WINDOW_FULLSCREEN;
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}
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else if (IsFullscreen)
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{
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DefaultFlags = SDL_WindowFlags.SDL_WINDOW_ALLOW_HIGHDPI;
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FullscreenFlag = SDL_WindowFlags.SDL_WINDOW_FULLSCREEN_DESKTOP;
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}
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WindowHandle = SDL_CreateWindow($"Ryujinx {Program.Version}{titleNameSection}{titleVersionSection}{titleIdSection}{titleArchSection}", SDL_WINDOWPOS_CENTERED_DISPLAY(DisplayId), SDL_WINDOWPOS_CENTERED_DISPLAY(DisplayId), Width, Height, DefaultFlags | FullscreenFlag | WindowFlags);
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if (WindowHandle == nint.Zero)
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{
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string errorMessage = $"SDL_CreateWindow failed with error \"{SDL_GetError()}\"";
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Logger.Error?.Print(LogClass.Application, errorMessage);
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throw new Exception(errorMessage);
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}
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SetWindowIcon();
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_windowId = SDL_GetWindowID(WindowHandle);
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SDL2Driver.Instance.RegisterWindow(_windowId, HandleWindowEvent);
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}
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private void HandleWindowEvent(SDL_Event evnt)
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{
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if (evnt.type == SDL_EventType.SDL_WINDOWEVENT)
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{
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switch (evnt.window.windowEvent)
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{
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case SDL_WindowEventID.SDL_WINDOWEVENT_SIZE_CHANGED:
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// Unlike on Windows, this event fires on macOS when triggering fullscreen mode.
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// And promptly crashes the process because `Renderer?.window.SetSize` is undefined.
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// As we don't need this to fire in either case we can test for fullscreen.
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if (!IsFullscreen && !IsExclusiveFullscreen)
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{
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Width = evnt.window.data1;
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Height = evnt.window.data2;
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Renderer?.Window.SetSize(Width, Height);
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MouseDriver.SetClientSize(Width, Height);
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}
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break;
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case SDL_WindowEventID.SDL_WINDOWEVENT_CLOSE:
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Exit();
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break;
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}
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}
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else
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{
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MouseDriver.Update(evnt);
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}
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}
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protected abstract void InitializeWindowRenderer();
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protected abstract void InitializeRenderer();
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protected abstract void FinalizeWindowRenderer();
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protected abstract void SwapBuffers();
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public abstract SDL_WindowFlags WindowFlags { get; }
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private string GetGpuDriverName()
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{
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return Renderer.GetHardwareInfo().GpuDriver;
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}
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private void SetAntiAliasing()
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{
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Renderer?.Window.SetAntiAliasing(AntiAliasing);
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}
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private void SetScalingFilter()
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{
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Renderer?.Window.SetScalingFilter(ScalingFilter);
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Renderer?.Window.SetScalingFilterLevel(ScalingFilterLevel);
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}
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public void Render()
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{
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InitializeWindowRenderer();
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Device.Gpu.Renderer.Initialize(_glLogLevel);
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InitializeRenderer();
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SetAntiAliasing();
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SetScalingFilter();
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_gpuDriverName = GetGpuDriverName();
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Device.Gpu.Renderer.RunLoop(() =>
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{
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Device.Gpu.SetGpuThread();
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Device.Gpu.InitializeShaderCache(_gpuCancellationTokenSource.Token);
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while (_isActive)
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{
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if (_isStopped)
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{
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return;
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}
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_ticks += _chrono.ElapsedTicks;
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_chrono.Restart();
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if (Device.WaitFifo())
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{
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Device.Statistics.RecordFifoStart();
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Device.ProcessFrame();
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Device.Statistics.RecordFifoEnd();
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}
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while (Device.ConsumeFrameAvailable())
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{
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Device.PresentFrame(SwapBuffers);
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}
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if (_ticks >= _ticksPerFrame)
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{
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string dockedMode = Device.System.State.DockedMode ? "Docked" : "Handheld";
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float scale = GraphicsConfig.ResScale;
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if (scale != 1)
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{
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dockedMode += $" ({scale}x)";
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}
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StatusUpdatedEvent?.Invoke(this, new StatusUpdatedEventArgs(
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Device.VSyncMode.ToString(),
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dockedMode,
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Device.Configuration.AspectRatio.ToText(),
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$"{Device.Statistics.GetGameFrameRate():00.00} FPS ({Device.Statistics.GetGameFrameTime():00.00} ms)",
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$"FIFO: {Device.Statistics.GetFifoPercent():0.00} %",
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$"GPU: {_gpuDriverName}"));
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_ticks = Math.Min(_ticks - _ticksPerFrame, _ticksPerFrame);
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}
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}
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// Make sure all commands in the run loop are fully executed before leaving the loop.
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if (Device.Gpu.Renderer is ThreadedRenderer threaded)
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{
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threaded.FlushThreadedCommands();
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}
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_gpuDoneEvent.Set();
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});
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FinalizeWindowRenderer();
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}
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public void Exit()
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{
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TouchScreenManager?.Dispose();
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NpadManager?.Dispose();
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if (_isStopped)
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{
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return;
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}
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_gpuCancellationTokenSource.Cancel();
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_isStopped = true;
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_isActive = false;
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_exitEvent.WaitOne();
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_exitEvent.Dispose();
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}
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public static void ProcessMainThreadQueue()
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{
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while (_mainThreadActions.TryDequeue(out Action action))
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{
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action();
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}
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}
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public void MainLoop()
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{
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while (_isActive)
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{
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UpdateFrame();
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SDL_PumpEvents();
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ProcessMainThreadQueue();
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// Polling becomes expensive if it's not slept
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Thread.Sleep(1);
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}
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_exitEvent.Set();
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}
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private void NvidiaStutterWorkaround()
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{
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while (_isActive)
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{
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// When NVIDIA Threaded Optimization is on, the driver will snapshot all threads in the system whenever the application creates any new ones.
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// The ThreadPool has something called a "GateThread" which terminates itself after some inactivity.
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// However, it immediately starts up again, since the rules regarding when to terminate and when to start differ.
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// This creates a new thread every second or so.
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// The main problem with this is that the thread snapshot can take 70ms, is on the OpenGL thread and will delay rendering any graphics.
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// This is a little over budget on a frame time of 16ms, so creates a large stutter.
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// The solution is to keep the ThreadPool active so that it never has a reason to terminate the GateThread.
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// TODO: This should be removed when the issue with the GateThread is resolved.
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ThreadPool.QueueUserWorkItem(state => { });
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Thread.Sleep(300);
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}
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}
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private bool UpdateFrame()
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{
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if (!_isActive)
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{
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return true;
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}
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if (_isStopped)
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{
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return false;
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}
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NpadManager.Update();
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// Touchscreen
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bool hasTouch = false;
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// Get screen touch position
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if (!_enableMouse)
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{
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hasTouch = TouchScreenManager.Update(true, (_inputManager.MouseDriver as SDL2MouseDriver).IsButtonPressed(MouseButton.Button1), _aspectRatio.ToFloat());
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}
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if (!hasTouch)
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{
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TouchScreenManager.Update(false);
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}
|
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|
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Device.Hid.DebugPad.Update();
|
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|
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// TODO: Replace this with MouseDriver.CheckIdle() when mouse motion events are received on every supported platform.
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MouseDriver.UpdatePosition();
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return true;
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}
|
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|
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public void Execute()
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{
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_chrono.Restart();
|
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_isActive = true;
|
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|
||||
InitializeWindow();
|
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|
||||
Thread renderLoopThread = new(Render)
|
||||
{
|
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Name = "GUI.RenderLoop",
|
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};
|
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renderLoopThread.Start();
|
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|
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Thread nvidiaStutterWorkaround = null;
|
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if (Renderer is OpenGLRenderer)
|
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{
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nvidiaStutterWorkaround = new Thread(NvidiaStutterWorkaround)
|
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{
|
||||
Name = "GUI.NvidiaStutterWorkaround",
|
||||
};
|
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nvidiaStutterWorkaround.Start();
|
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}
|
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|
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MainLoop();
|
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|
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// NOTE: The render loop is allowed to stay alive until the renderer itself is disposed, as it may handle resource dispose.
|
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// We only need to wait for all commands submitted during the main gpu loop to be processed.
|
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_gpuDoneEvent.WaitOne();
|
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_gpuDoneEvent.Dispose();
|
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nvidiaStutterWorkaround?.Join();
|
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|
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Exit();
|
||||
}
|
||||
|
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public bool DisplayInputDialog(SoftwareKeyboardUIArgs args, out string userText)
|
||||
{
|
||||
// SDL2 doesn't support input dialogs
|
||||
userText = "Ryujinx";
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool DisplayMessageDialog(string title, string message)
|
||||
{
|
||||
SDL_ShowSimpleMessageBox(SDL_MessageBoxFlags.SDL_MESSAGEBOX_INFORMATION, title, message, WindowHandle);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool DisplayCabinetDialog(out string userText)
|
||||
{
|
||||
// SDL2 doesn't support input dialogs
|
||||
userText = "Ryujinx";
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public void DisplayCabinetMessageDialog()
|
||||
{
|
||||
SDL_ShowSimpleMessageBox(SDL_MessageBoxFlags.SDL_MESSAGEBOX_INFORMATION, "Cabinet Dialog", "Please scan your Amiibo now.", WindowHandle);
|
||||
}
|
||||
|
||||
public bool DisplayMessageDialog(ControllerAppletUIArgs args)
|
||||
{
|
||||
if (_ignoreControllerApplet) return false;
|
||||
|
||||
string playerCount = args.PlayerCountMin == args.PlayerCountMax ? $"exactly {args.PlayerCountMin}" : $"{args.PlayerCountMin}-{args.PlayerCountMax}";
|
||||
|
||||
string message = $"Application requests {playerCount} {"player".ToQuantity(args.PlayerCountMin + args.PlayerCountMax, ShowQuantityAs.None)} with:\n\n"
|
||||
+ $"TYPES: {args.SupportedStyles}\n\n"
|
||||
+ $"PLAYERS: {string.Join(", ", args.SupportedPlayers)}\n\n"
|
||||
+ (args.IsDocked ? "Docked mode set. Handheld is also invalid.\n\n" : string.Empty)
|
||||
+ "Please reconfigure Input now and then press OK.";
|
||||
|
||||
return DisplayMessageDialog("Controller Applet", message);
|
||||
}
|
||||
|
||||
public IDynamicTextInputHandler CreateDynamicTextInputHandler()
|
||||
{
|
||||
return new HeadlessDynamicTextInputHandler();
|
||||
}
|
||||
|
||||
public void ExecuteProgram(Switch device, ProgramSpecifyKind kind, ulong value)
|
||||
{
|
||||
device.Configuration.UserChannelPersistence.ExecuteProgram(kind, value);
|
||||
|
||||
Exit();
|
||||
}
|
||||
|
||||
public bool DisplayErrorAppletDialog(string title, string message, string[] buttonsText)
|
||||
{
|
||||
SDL_MessageBoxData data = new()
|
||||
{
|
||||
title = title,
|
||||
message = message,
|
||||
buttons = new SDL_MessageBoxButtonData[buttonsText.Length],
|
||||
numbuttons = buttonsText.Length,
|
||||
window = WindowHandle,
|
||||
};
|
||||
|
||||
for (int i = 0; i < buttonsText.Length; i++)
|
||||
{
|
||||
data.buttons[i] = new SDL_MessageBoxButtonData
|
||||
{
|
||||
buttonid = i,
|
||||
text = buttonsText[i],
|
||||
};
|
||||
}
|
||||
|
||||
SDL_ShowMessageBox(ref data, out int _);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
Dispose(true);
|
||||
}
|
||||
|
||||
protected virtual void Dispose(bool disposing)
|
||||
{
|
||||
if (disposing)
|
||||
{
|
||||
_isActive = false;
|
||||
TouchScreenManager?.Dispose();
|
||||
NpadManager.Dispose();
|
||||
|
||||
SDL2Driver.Instance.UnregisterWindow(_windowId);
|
||||
|
||||
SDL_DestroyWindow(WindowHandle);
|
||||
|
||||
SDL2Driver.Instance.Dispose();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user