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https://github.com/hajimehoshi/ebiten.git
synced 2024-12-26 11:48:55 +01:00
Remove the render target when closing the window
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parent
5d2e2476b6
commit
7cea6f4bc8
@ -37,6 +37,10 @@ func newContext(ids *ids, screenWidth, screenHeight, screenScale int) *Context {
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return context
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return context
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}
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}
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func (context *Context) Dispose() {
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context.ids.DeleteRenderTarget(context.screenId)
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}
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func (context *Context) update(draw func(graphics.Context)) {
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func (context *Context) update(draw func(graphics.Context)) {
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C.glEnable(C.GL_TEXTURE_2D)
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C.glEnable(C.GL_TEXTURE_2D)
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C.glEnable(C.GL_BLEND)
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C.glEnable(C.GL_BLEND)
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@ -81,3 +81,9 @@ func (i *ids) CreateRenderTarget(width, height int, filter graphics.Filter) (
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return renderTargetId, nil
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return renderTargetId, nil
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}
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}
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func (i *ids) DeleteRenderTarget(id graphics.RenderTargetId) {
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renderTarget := i.renderTargets[id]
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rendertarget.Dispose(renderTarget)
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delete(i.renderTargets, id)
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}
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@ -57,3 +57,15 @@ func CreateWithFramebuffer(width, height int, framebuffer Framebuffer) (
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*gtexture.RenderTarget, error) {
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*gtexture.RenderTarget, error) {
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return gtexture.NewRenderTarget(framebuffer, width, height), nil
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return gtexture.NewRenderTarget(framebuffer, width, height), nil
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}
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}
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type disposer struct {
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}
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func (d *disposer) Dispose(native interface{}) {
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framebuffer := C.GLuint(native.(Framebuffer))
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C.glDeleteFramebuffers(1, &framebuffer)
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}
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func Dispose(renderTarget *gtexture.RenderTarget) {
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renderTarget.Dispose(&disposer{})
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}
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@ -21,3 +21,11 @@ type OffscreenSetter interface {
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func (r *RenderTarget) SetAsOffscreen(setter OffscreenSetter) {
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func (r *RenderTarget) SetAsOffscreen(setter OffscreenSetter) {
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setter.Set(r.framebuffer, 0, 0, r.offscreenWidth, r.offscreenHeight)
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setter.Set(r.framebuffer, 0, 0, r.offscreenWidth, r.offscreenHeight)
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}
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}
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type RenderTargetDisposer interface {
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Dispose(framebuffer interface{})
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}
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func (r *RenderTarget) Dispose(disposer RenderTargetDisposer) {
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disposer.Dispose(r.framebuffer)
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}
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@ -12,7 +12,6 @@ package cocoa
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// EbitenGameWindow* CreateGameWindow(size_t width, size_t height, const char* title, NSOpenGLContext* glContext);
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// EbitenGameWindow* CreateGameWindow(size_t width, size_t height, const char* title, NSOpenGLContext* glContext);
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// NSOpenGLContext* CreateGLContext(NSOpenGLContext* sharedGLContext);
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// NSOpenGLContext* CreateGLContext(NSOpenGLContext* sharedGLContext);
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//
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//
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// NSOpenGLContext* GetGLContext(EbitenGameWindow* window);
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// void UseGLContext(NSOpenGLContext* glContext);
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// void UseGLContext(NSOpenGLContext* glContext);
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// void UnuseGLContext(void);
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// void UnuseGLContext(void);
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//
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//
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@ -31,12 +30,11 @@ type GameWindow struct {
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screenHeight int
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screenHeight int
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screenScale int
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screenScale int
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title string
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title string
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closed bool
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native *C.EbitenGameWindow
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native *C.EbitenGameWindow
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pressedKeys map[ui.Key]struct{}
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pressedKeys map[ui.Key]struct{}
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context *opengl.Context
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funcs chan func(*opengl.Context)
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funcs chan func()
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funcsDone chan struct{}
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funcsDone chan struct{}
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closed chan struct{}
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events chan interface{}
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events chan interface{}
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}
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}
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@ -48,10 +46,10 @@ func newGameWindow(width, height, scale int, title string) *GameWindow {
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screenHeight: height,
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screenHeight: height,
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screenScale: scale,
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screenScale: scale,
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title: title,
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title: title,
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closed: false,
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pressedKeys: map[ui.Key]struct{}{},
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pressedKeys: map[ui.Key]struct{}{},
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funcs: make(chan func()),
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funcs: make(chan func(*opengl.Context)),
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funcsDone: make(chan struct{}),
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funcsDone: make(chan struct{}),
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closed: make(chan struct{}),
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}
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}
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}
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}
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@ -70,22 +68,30 @@ func (w *GameWindow) run(graphicsDevice *opengl.Device, sharedContext *C.NSOpenG
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glContext)
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glContext)
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windows[w.native] = w
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windows[w.native] = w
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close(ch)
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close(ch)
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w.loop()
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w.loop(glContext)
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}()
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}()
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<-ch
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<-ch
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w.useGLContext(func() {
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w.context = w.graphicsDevice.CreateContext(
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w.screenWidth, w.screenHeight, w.screenScale)
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})
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}
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}
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func (w *GameWindow) loop() {
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func (w *GameWindow) loop(glContext *C.NSOpenGLContext) {
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C.UseGLContext(glContext)
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context := w.graphicsDevice.CreateContext(
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w.screenWidth, w.screenHeight, w.screenScale)
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C.UnuseGLContext()
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defer func() {
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C.UseGLContext(glContext)
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context.Dispose()
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C.UnuseGLContext()
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}()
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for {
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for {
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select {
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select {
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case <-w.closed:
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return
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case f := <-w.funcs:
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case f := <-w.funcs:
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glContext := C.GetGLContext(w.native)
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C.UseGLContext(glContext)
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C.UseGLContext(glContext)
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f()
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f(context)
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C.UnuseGLContext()
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C.UnuseGLContext()
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w.funcsDone <- struct{}{}
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w.funcsDone <- struct{}{}
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}
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}
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@ -93,15 +99,12 @@ func (w *GameWindow) loop() {
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}
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}
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func (w *GameWindow) Draw(f func(graphics.Context)) {
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func (w *GameWindow) Draw(f func(graphics.Context)) {
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if w.closed {
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w.useGLContext(func(context *opengl.Context) {
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return
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w.graphicsDevice.Update(context, f)
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}
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w.useGLContext(func() {
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w.graphicsDevice.Update(w.context, f)
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})
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})
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}
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}
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func (w *GameWindow) useGLContext(f func()) {
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func (w *GameWindow) useGLContext(f func(*opengl.Context)) {
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w.funcs <- f
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w.funcs <- f
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<-w.funcsDone
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<-w.funcsDone
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}
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}
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@ -201,7 +204,7 @@ func ebiten_MouseStateUpdated(nativeWindow C.EbitenGameWindowPtr, inputType C.In
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//export ebiten_WindowClosed
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//export ebiten_WindowClosed
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func ebiten_WindowClosed(nativeWindow C.EbitenGameWindowPtr) {
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func ebiten_WindowClosed(nativeWindow C.EbitenGameWindowPtr) {
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w := windows[nativeWindow]
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w := windows[nativeWindow]
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w.closed = true
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close(w.closed)
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w.notify(ui.WindowClosedEvent{})
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w.notify(ui.WindowClosedEvent{})
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delete(windows, nativeWindow)
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delete(windows, nativeWindow)
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}
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}
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@ -108,7 +108,3 @@ void UnuseGLContext(void) {
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CGLContextObj cglContext = [glContext CGLContextObj];
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CGLContextObj cglContext = [glContext CGLContextObj];
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CGLUnlockContext(cglContext);
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CGLUnlockContext(cglContext);
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}
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}
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NSOpenGLContext* GetGLContext(EbitenGameWindow* window) {
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return [window glContext];
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}
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