opengles emulator: Fixed Windows renderer termination

Make the event pump loop in the renderer process we do on Windows
exit when the Framebuffer's subwindow is destroyed.
Fixed TcpStream to close the socket using 'closesocket' on windows,
otherwise the other end of the socket does not sense that the socket
is closed.

+ Use WS_DISABLED to ensure that our GL subwindow doesn't receive
  any input events.

Change-Id: Icb477b3e1d7993a8880acb5e01bc5da29309ae50
This commit is contained in:
Guy Zadickario
2011-08-02 15:20:46 +03:00
committed by David 'Digit' Turner
parent 6bb9511365
commit ded8587d2d
4 changed files with 18 additions and 17 deletions

View File

@@ -91,6 +91,10 @@ void FrameBuffer::finalize(){
s_egl.eglMakeCurrent(s_theFrameBuffer->m_eglDisplay, NULL, NULL, NULL);
s_egl.eglDestroySurface(s_theFrameBuffer->m_eglDisplay,s_theFrameBuffer->m_eglSurface);
s_egl.eglDestroyContext(s_theFrameBuffer->m_eglDisplay,s_theFrameBuffer->m_eglContext);
if (s_theFrameBuffer->m_subWin) {
destroySubWindow(s_theFrameBuffer->m_subWinDisplay,
s_theFrameBuffer->m_subWin);
}
delete s_theFrameBuffer;
s_theFrameBuffer = NULL;
}