Fixes that Windows+SDL builds use the Windows Irrlicht device instead of the SDL Irrlicht device.
This commit is contained in:
Gregor Parzefall
2023-10-04 23:29:59 +02:00
committed by GitHub
parent 9954667c45
commit 5b2f1927d0
11 changed files with 34 additions and 42 deletions

View File

@ -4,6 +4,8 @@
#include "CEGLManager.h"
#ifdef _IRR_COMPILE_WITH_EGL_MANAGER_
#include "irrString.h"
#include "irrArray.h"
#include "os.h"
@ -42,7 +44,7 @@ bool CEGLManager::initialize(const SIrrlichtCreationParameters& params, const SE
return true;
// Window is depend on platform.
#if defined(_IRR_WINDOWS_API_)
#if defined(_IRR_COMPILE_WITH_WINDOWS_DEVICE_)
EglWindow = (NativeWindowType)Data.OpenGLWin32.HWnd;
Data.OpenGLWin32.HDc = GetDC((HWND)EglWindow);
EglDisplay = eglGetDisplay((NativeDisplayType)Data.OpenGLWin32.HDc);
@ -97,7 +99,7 @@ void CEGLManager::terminate()
EglDisplay = EGL_NO_DISPLAY;
}
#if defined(_IRR_WINDOWS_API_)
#if defined(_IRR_COMPILE_WITH_WINDOWS_DEVICE_)
if (Data.OpenGLWin32.HDc)
{
ReleaseDC((HWND)EglWindow, (HDC)Data.OpenGLWin32.HDc);
@ -662,3 +664,4 @@ bool CEGLManager::testEGLError()
}
}
#endif