private void InputHandler_WindowEvent(InputCallbackEventArg eventArg) { switch (eventArg.CallbackType) { case InputCallbackType.WindowClose: if (_allowClose) { if (_handleClose) { ForceStop(); } else { OnWindowClose?.Invoke(new GameEngineEventArgs() { EventType = GameEngineEventType.WindowClose }); } } break; case InputCallbackType.FocusGained: if (_vBackend == VideoBackend.OpenGL || _vBackend == VideoBackend.OpenGL_ES || _vBackend == VideoBackend.OpenGL_ES2) { _resource.RebuildTextures(); } break; } }
private void _input_EngineEvent(InputCallbackEventArg eventArg) { switch (eventArg.CallbackType) { case InputCallbackType.RenderDeviceReset: _resource.RebuildTextures(); break; } }