DotN64/DotN64.Desktop/Point.cs
Nabile Rahmani 585645d791 Somewhat fixed the SDL implementation (frame buffer scaling, hanged on Windows, did not gracefully quit everywhere).
- Blitting the frame buffer works for 240p and 480p, though due to the usage of the scale-up values, some lines don't make it through in 480p. Additionally, something is wrong with 16-bit buffers.
- Running the window thread on the main thread since the main thread created the window. Windows isn't able to poll SDL events on a different thread.
- Disposing the SDL window on the thread which created it instead of relying on the finaliser to destroy it. Not doing so triggers a segfault as DestroyRenderer gets called. No need to destroy textures when disposing of the renderer as it does it.
- Display string for Point struct.
2018-11-29 04:17:35 +01:00

21 lines
387 B
C#

namespace DotN64.Desktop
{
internal struct Point
{
#region Fields
public int X, Y;
#endregion
#region Constructors
public Point(int x, int y)
{
X = x;
Y = y;
}
#endregion
#region Methods
public override string ToString() => $"X: {X}, Y: {Y}";
#endregion
}
}