mirror of
https://github.com/libretro/scummvm.git
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ed180f6b67
This is a (temporary) hack to assure that when the launcher is set up as an SurfaceSDL graphics mode and the game is using an OpenGL graphics mode everything will work as expected.
564 lines
19 KiB
C++
564 lines
19 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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/*! \mainpage %ScummVM Source Reference
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*
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* These pages contains a cross referenced documentation for the %ScummVM source code,
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* generated with Doxygen (http://www.doxygen.org) directly from the source.
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* Currently not much is actually properly documented, but at least you can get an overview
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* of almost all the classes, methods and variables, and how they interact.
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*/
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// FIXME: Avoid using printf
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#define FORBIDDEN_SYMBOL_EXCEPTION_printf
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#include "engines/engine.h"
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#include "engines/metaengine.h"
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#include "base/commandLine.h"
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#include "base/plugins.h"
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#include "base/version.h"
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#include "common/archive.h"
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#include "common/config-manager.h"
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#include "common/debug.h"
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#include "common/debug-channels.h" /* for debug manager */
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#include "common/events.h"
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#include "gui/EventRecorder.h"
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#include "common/fs.h"
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#ifdef ENABLE_EVENTRECORDER
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#include "common/recorderfile.h"
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#endif
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#include "common/system.h"
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#include "common/textconsole.h"
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#include "common/tokenizer.h"
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#include "common/translation.h"
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#include "gui/gui-manager.h"
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#include "gui/error.h"
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#include "audio/mididrv.h"
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#include "audio/musicplugin.h" /* for music manager */
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#include "graphics/cursorman.h"
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#include "graphics/fontman.h"
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#include "graphics/yuv_to_rgb.h"
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#ifdef USE_FREETYPE2
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#include "graphics/fonts/ttf.h"
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#endif
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#include "backends/keymapper/keymapper.h"
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#if defined(_WIN32_WCE)
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#include "backends/platform/wince/CELauncherDialog.h"
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#elif defined(__DC__)
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#include "backends/platform/dc/DCLauncherDialog.h"
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#else
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#include "gui/launcher.h"
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#endif
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static bool launcherDialog() {
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// Discard any command line options. Those that affect the graphics
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// mode and the others (like bootparam etc.) should not
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// blindly be passed to the first game launched from the launcher.
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ConfMan.getDomain(Common::ConfigManager::kTransientDomain)->clear();
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#if defined(_WIN32_WCE)
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CELauncherDialog dlg;
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#elif defined(__DC__)
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DCLauncherDialog dlg;
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#else
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GUI::LauncherDialog dlg;
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#endif
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return (dlg.runModal() != -1);
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}
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static const EnginePlugin *detectPlugin() {
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const EnginePlugin *plugin = 0;
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// Make sure the gameid is set in the config manager, and that it is lowercase.
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Common::String gameid(ConfMan.getActiveDomainName());
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assert(!gameid.empty());
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if (ConfMan.hasKey("gameid")) {
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gameid = ConfMan.get("gameid");
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// Set last selected game, that the game will be highlighted
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// on RTL
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ConfMan.set("lastselectedgame", ConfMan.getActiveDomainName(), Common::ConfigManager::kApplicationDomain);
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ConfMan.flushToDisk();
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}
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gameid.toLowercase();
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ConfMan.set("gameid", gameid);
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// Query the plugins and find one that will handle the specified gameid
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printf("User picked target '%s' (gameid '%s')...\n", ConfMan.getActiveDomainName().c_str(), gameid.c_str());
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printf(" Looking for a plugin supporting this gameid... ");
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GameDescriptor game = EngineMan.findGame(gameid, &plugin);
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if (plugin == 0) {
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printf("failed\n");
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warning("%s is an invalid gameid. Use the --list-games option to list supported gameid", gameid.c_str());
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} else {
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printf("%s\n Starting '%s'\n", plugin->getName(), game.description().c_str());
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}
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return plugin;
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}
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// TODO: specify the possible return values here
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static Common::Error runGame(const EnginePlugin *plugin, OSystem &system, const Common::String &edebuglevels) {
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// Determine the game data path, for validation and error messages
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Common::FSNode dir(ConfMan.get("path"));
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Common::Error err = Common::kNoError;
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Engine *engine = 0;
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#if defined(SDL_BACKEND) && defined(USE_OPENGL) && defined(USE_RGB_COLOR)
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// HACK: We set up the requested graphics mode setting here to allow the
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// backend to switch from Surface SDL to OpenGL if necessary. This is
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// needed because otherwise the g_system->getSupportedFormats might return
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// bad values.
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g_system->beginGFXTransaction();
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g_system->setGraphicsMode(ConfMan.get("gfx_mode").c_str());
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if (g_system->endGFXTransaction() != OSystem::kTransactionSuccess) {
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warning("Switching graphics mode to '%s' failed", ConfMan.get("gfx_mode").c_str());
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return Common::kUnknownError;
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}
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#endif
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// Verify that the game path refers to an actual directory
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if (!(dir.exists() && dir.isDirectory()))
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err = Common::kPathNotDirectory;
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// Create the game engine
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if (err.getCode() == Common::kNoError)
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err = (*plugin)->createInstance(&system, &engine);
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// Check for errors
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if (!engine || err.getCode() != Common::kNoError) {
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// Print a warning; note that scummvm_main will also
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// display an error dialog, so we don't have to do this here.
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warning("%s failed to instantiate engine: %s (target '%s', path '%s')",
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plugin->getName(),
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err.getDesc().c_str(),
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ConfMan.getActiveDomainName().c_str(),
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dir.getPath().c_str()
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);
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// Autoadded is set only when no path was provided and
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// the game is run from command line.
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//
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// Thus, we remove this garbage entry
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//
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// Fixes bug #1544799
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if (ConfMan.hasKey("autoadded")) {
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ConfMan.removeGameDomain(ConfMan.getActiveDomainName().c_str());
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}
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return err;
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}
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// Set the window caption to the game name
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Common::String caption(ConfMan.get("description"));
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if (caption.empty()) {
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caption = EngineMan.findGame(ConfMan.get("gameid")).description();
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}
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if (caption.empty())
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caption = ConfMan.getActiveDomainName(); // Use the domain (=target) name
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if (!caption.empty()) {
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system.setWindowCaption(caption.c_str());
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}
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//
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// Setup various paths in the SearchManager
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//
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// Add the game path to the directory search list
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SearchMan.addDirectory(dir.getPath(), dir, 0, 4);
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// Add extrapath (if any) to the directory search list
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if (ConfMan.hasKey("extrapath")) {
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dir = Common::FSNode(ConfMan.get("extrapath"));
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SearchMan.addDirectory(dir.getPath(), dir);
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}
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// If a second extrapath is specified on the app domain level, add that as well.
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// However, since the default hasKey() and get() check the app domain level,
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// verify that it's not already there before adding it. The search manager will
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// check for that too, so this check is mostly to avoid a warning message.
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if (ConfMan.hasKey("extrapath", Common::ConfigManager::kApplicationDomain)) {
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Common::String extraPath = ConfMan.get("extrapath", Common::ConfigManager::kApplicationDomain);
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if (!SearchMan.hasArchive(extraPath)) {
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dir = Common::FSNode(extraPath);
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SearchMan.addDirectory(dir.getPath(), dir);
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}
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}
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// On creation the engine should have set up all debug levels so we can use
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// the command line arguments here
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Common::StringTokenizer tokenizer(edebuglevels, " ,");
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while (!tokenizer.empty()) {
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Common::String token = tokenizer.nextToken();
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if (!DebugMan.enableDebugChannel(token))
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warning(_("Engine does not support debug level '%s'"), token.c_str());
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}
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// Initialize any game-specific keymaps
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engine->initKeymap();
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// Set default values for all of the custom engine options
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const ExtraGuiOptions engineOptions = (*plugin)->getExtraGuiOptions(Common::String());
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for (uint i = 0; i < engineOptions.size(); i++) {
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ConfMan.registerDefault(engineOptions[i].configOption, engineOptions[i].defaultState);
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}
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// Inform backend that the engine is about to be run
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system.engineInit();
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// Run the engine
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Common::Error result = engine->run();
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// Inform backend that the engine finished
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system.engineDone();
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// Clean up any game-specific keymaps
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engine->deinitKeymap();
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// Free up memory
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delete engine;
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// We clear all debug levels again even though the engine should do it
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DebugMan.clearAllDebugChannels();
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// Reset the file/directory mappings
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SearchMan.clear();
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// Return result (== 0 means no error)
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return result;
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}
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static void setupGraphics(OSystem &system) {
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system.beginGFXTransaction();
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// Set the user specified graphics mode (if any).
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system.setGraphicsMode(ConfMan.get("gfx_mode").c_str());
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system.initSize(320, 200);
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if (ConfMan.hasKey("aspect_ratio"))
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system.setFeatureState(OSystem::kFeatureAspectRatioCorrection, ConfMan.getBool("aspect_ratio"));
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if (ConfMan.hasKey("fullscreen"))
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system.setFeatureState(OSystem::kFeatureFullscreenMode, ConfMan.getBool("fullscreen"));
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system.endGFXTransaction();
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// When starting up launcher for the first time, the user might have specified
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// a --gui-theme option, to allow that option to be working, we need to initialize
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// GUI here.
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// FIXME: Find a nicer way to allow --gui-theme to be working
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GUI::GuiManager::instance();
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// Set initial window caption
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system.setWindowCaption(gScummVMFullVersion);
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// Clear the main screen
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system.fillScreen(0);
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}
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static void setupKeymapper(OSystem &system) {
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#ifdef ENABLE_KEYMAPPER
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using namespace Common;
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Keymapper *mapper = system.getEventManager()->getKeymapper();
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HardwareInputSet *inputSet = system.getHardwareInputSet();
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// Query backend for hardware keys and register them
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mapper->registerHardwareInputSet(inputSet);
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// Now create the global keymap
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Keymap *primaryGlobalKeymap = new Keymap(kGlobalKeymapName);
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Action *act;
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act = new Action(primaryGlobalKeymap, "MENU", _("Menu"));
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act->addEvent(EVENT_MAINMENU);
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act = new Action(primaryGlobalKeymap, "SKCT", _("Skip"));
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act->addKeyEvent(KeyState(KEYCODE_ESCAPE, ASCII_ESCAPE, 0));
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act = new Action(primaryGlobalKeymap, "PAUS", _("Pause"));
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act->addKeyEvent(KeyState(KEYCODE_SPACE, ' ', 0));
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act = new Action(primaryGlobalKeymap, "SKLI", _("Skip line"));
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act->addKeyEvent(KeyState(KEYCODE_PERIOD, '.', 0));
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#ifdef ENABLE_VKEYBD
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act = new Action(primaryGlobalKeymap, "VIRT", _("Display keyboard"));
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act->addEvent(EVENT_VIRTUAL_KEYBOARD);
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#endif
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act = new Action(primaryGlobalKeymap, "REMP", _("Remap keys"));
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act->addEvent(EVENT_KEYMAPPER_REMAP);
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act = new Action(primaryGlobalKeymap, "FULS", _("Toggle FullScreen"));
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act->addKeyEvent(KeyState(KEYCODE_RETURN, ASCII_RETURN, KBD_ALT));
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mapper->addGlobalKeymap(primaryGlobalKeymap);
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mapper->pushKeymap(kGlobalKeymapName, true);
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// Get the platform-specific global keymap (if it exists)
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Keymap *platformGlobalKeymap = system.getGlobalKeymap();
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if (platformGlobalKeymap) {
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String platformGlobalKeymapName = platformGlobalKeymap->getName();
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mapper->addGlobalKeymap(platformGlobalKeymap);
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mapper->pushKeymap(platformGlobalKeymapName, true);
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}
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#endif
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}
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extern "C" int scummvm_main(int argc, const char * const argv[]) {
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Common::String specialDebug;
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Common::String command;
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// Verify that the backend has been initialized (i.e. g_system has been set).
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assert(g_system);
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OSystem &system = *g_system;
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// Register config manager defaults
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Base::registerDefaults();
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// Parse the command line
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Common::StringMap settings;
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command = Base::parseCommandLine(settings, argc, argv);
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// Load the config file (possibly overridden via command line):
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if (settings.contains("config")) {
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ConfMan.loadConfigFile(settings["config"]);
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settings.erase("config");
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} else {
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ConfMan.loadDefaultConfigFile();
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}
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// Update the config file
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ConfMan.set("versioninfo", gScummVMVersion, Common::ConfigManager::kApplicationDomain);
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// Load and setup the debuglevel and the debug flags. We do this at the
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// soonest possible moment to ensure debug output starts early on, if
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// requested.
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if (settings.contains("debuglevel")) {
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gDebugLevel = (int)strtol(settings["debuglevel"].c_str(), 0, 10);
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printf("Debuglevel (from command line): %d\n", gDebugLevel);
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settings.erase("debuglevel"); // This option should not be passed to ConfMan.
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} else if (ConfMan.hasKey("debuglevel"))
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gDebugLevel = ConfMan.getInt("debuglevel");
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if (settings.contains("debugflags")) {
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specialDebug = settings["debugflags"];
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settings.erase("debugflags");
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}
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PluginManager::instance().init();
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PluginManager::instance().loadAllPlugins(); // load plugins for cached plugin manager
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// If we received an invalid music parameter via command line we check this here.
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// We can't check this before loading the music plugins.
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// On the other hand we cannot load the plugins before we know the file paths (in case of external plugins).
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if (settings.contains("music-driver")) {
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if (MidiDriver::getMusicType(MidiDriver::getDeviceHandle(settings["music-driver"])) == MT_INVALID) {
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warning("Unrecognized music driver '%s'. Switching to default device", settings["music-driver"].c_str());
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settings["music-driver"] = "auto";
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}
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}
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// Process the remaining command line settings. Must be done after the
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// config file and the plugins have been loaded.
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Common::Error res;
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// TODO: deal with settings that require plugins to be loaded
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if (Base::processSettings(command, settings, res)) {
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if (res.getCode() != Common::kNoError)
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warning("%s", res.getDesc().c_str());
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return res.getCode();
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}
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// Init the backend. Must take place after all config data (including
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// the command line params) was read.
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system.initBackend();
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// If we received an invalid graphics mode parameter via command line
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// we check this here. We can't do it until after the backend is inited,
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// or there won't be a graphics manager to ask for the supported modes.
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if (settings.contains("gfx-mode")) {
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const OSystem::GraphicsMode *gm = g_system->getSupportedGraphicsModes();
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Common::String option = settings["gfx-mode"];
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bool isValid = false;
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while (gm->name && !isValid) {
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isValid = !scumm_stricmp(gm->name, option.c_str());
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gm++;
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}
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if (!isValid) {
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warning("Unrecognized graphics mode '%s'. Switching to default mode", option.c_str());
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settings["gfx-mode"] = "default";
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}
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}
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if (settings.contains("disable-display")) {
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ConfMan.setInt("disable-display", 1, Common::ConfigManager::kTransientDomain);
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}
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setupGraphics(system);
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// Init the different managers that are used by the engines.
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// Do it here to prevent fragmentation later
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system.getAudioCDManager();
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MusicManager::instance();
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Common::DebugManager::instance();
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// Init the event manager. As the virtual keyboard is loaded here, it must
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// take place after the backend is initiated and the screen has been setup
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system.getEventManager()->init();
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#ifdef ENABLE_EVENTRECORDER
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// Directly after initializing the event manager, we will initialize our
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// event recorder.
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//
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// TODO: This is just to match the current behavior, when we further extend
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// our event recorder, we might do this at another place. Or even change
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// the whole API for that ;-).
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g_eventRec.RegisterEventSource();
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#endif
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// Now as the event manager is created, setup the keymapper
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setupKeymapper(system);
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// Unless a game was specified, show the launcher dialog
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if (0 == ConfMan.getActiveDomain())
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launcherDialog();
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// FIXME: We're now looping the launcher. This, of course, doesn't
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// work as well as it should. In theory everything should be destroyed
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// cleanly, so this is now enabled to encourage people to fix bits :)
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while (0 != ConfMan.getActiveDomain()) {
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// Try to find a plugin which feels responsible for the specified game.
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const EnginePlugin *plugin = detectPlugin();
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if (plugin) {
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// Unload all plugins not needed for this game,
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// to save memory
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PluginManager::instance().unloadPluginsExcept(PLUGIN_TYPE_ENGINE, plugin);
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#ifdef ENABLE_EVENTRECORDER
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Common::String recordMode = ConfMan.get("record_mode");
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Common::String recordFileName = ConfMan.get("record_file_name");
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if (recordMode == "record") {
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g_eventRec.init(g_eventRec.generateRecordFileName(ConfMan.getActiveDomainName()), GUI::EventRecorder::kRecorderRecord);
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} else if (recordMode == "playback") {
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g_eventRec.init(recordFileName, GUI::EventRecorder::kRecorderPlayback);
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} else if ((recordMode == "info") && (!recordFileName.empty())) {
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Common::PlaybackFile record;
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record.openRead(recordFileName);
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debug("info:author=%s name=%s description=%s", record.getHeader().author.c_str(), record.getHeader().name.c_str(), record.getHeader().description.c_str());
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break;
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}
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#endif
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// Try to run the game
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Common::Error result = runGame(plugin, system, specialDebug);
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#ifdef ENABLE_EVENTRECORDER
|
|
// Flush Event recorder file. The recorder does not get reinitialized for next game
|
|
// which is intentional. Only single game per session is allowed.
|
|
g_eventRec.deinit();
|
|
#endif
|
|
|
|
#if defined(UNCACHED_PLUGINS) && defined(DYNAMIC_MODULES)
|
|
// do our best to prevent fragmentation by unloading as soon as we can
|
|
PluginManager::instance().unloadPluginsExcept(PLUGIN_TYPE_ENGINE, NULL, false);
|
|
// reallocate the config manager to get rid of any fragmentation
|
|
ConfMan.defragment();
|
|
#endif
|
|
|
|
// Did an error occur ?
|
|
if (result.getCode() != Common::kNoError && result.getCode() != Common::kUserCanceled) {
|
|
// Shows an informative error dialog if starting the selected game failed.
|
|
GUI::displayErrorDialog(result, _("Error running game:"));
|
|
}
|
|
|
|
// Quit unless an error occurred, or Return to launcher was requested
|
|
#ifndef FORCE_RTL
|
|
if (result.getCode() == Common::kNoError && !g_system->getEventManager()->shouldRTL())
|
|
break;
|
|
#endif
|
|
// Reset RTL flag in case we want to load another engine
|
|
g_system->getEventManager()->resetRTL();
|
|
#ifdef FORCE_RTL
|
|
g_system->getEventManager()->resetQuit();
|
|
#endif
|
|
#ifdef ENABLE_EVENTRECORDER
|
|
if (g_eventRec.checkForContinueGame()) {
|
|
continue;
|
|
}
|
|
#endif
|
|
|
|
// Discard any command line options. It's unlikely that the user
|
|
// wanted to apply them to *all* games ever launched.
|
|
ConfMan.getDomain(Common::ConfigManager::kTransientDomain)->clear();
|
|
|
|
// Clear the active config domain
|
|
ConfMan.setActiveDomain("");
|
|
|
|
PluginManager::instance().loadAllPlugins(); // only for cached manager
|
|
|
|
} else {
|
|
GUI::displayErrorDialog(_("Could not find any engine capable of running the selected game"));
|
|
}
|
|
|
|
// reset the graphics to default
|
|
setupGraphics(system);
|
|
launcherDialog();
|
|
}
|
|
PluginManager::instance().unloadAllPlugins();
|
|
PluginManager::destroy();
|
|
GUI::GuiManager::destroy();
|
|
Common::ConfigManager::destroy();
|
|
Common::DebugManager::destroy();
|
|
#ifdef ENABLE_EVENTRECORDER
|
|
GUI::EventRecorder::destroy();
|
|
#endif
|
|
Common::SearchManager::destroy();
|
|
#ifdef USE_TRANSLATION
|
|
Common::TranslationManager::destroy();
|
|
#endif
|
|
MusicManager::destroy();
|
|
Graphics::CursorManager::destroy();
|
|
Graphics::FontManager::destroy();
|
|
#ifdef USE_FREETYPE2
|
|
Graphics::shutdownTTF();
|
|
#endif
|
|
EngineManager::destroy();
|
|
Graphics::YUVToRGBManager::destroy();
|
|
|
|
return 0;
|
|
}
|