void VDebugOptions::DeInit()
{
  Vision::Callbacks.OnUpdateSceneBegin -= this;
  Vision::Callbacks.OnBeforeSwapBuffers -= this;
  Vision::Callbacks.OnRenderHook -= this;

  DeRegisterCallbacks();
  DeRegisterCallbacks(m_debugInfos);

  V_SAFE_DELETE(m_pTimeStepGraph);
}
void VDebugProfiling::RebuildMenu()
{
  const char* szGroupName = "Debug Profiling";

  DeRegisterCallbacks();

  VAppMenu* pMainMenu = GetParent()->GetAppModule<VAppMenu>();
  if (pMainMenu == NULL)
    return;

  pMainMenu->RemoveGroup(szGroupName);

  VProfilingNode* pRoot = Vision::Profiling.GetProfilingRootNode();
  if (pRoot)
  {
    VAppMenuItems items;
    const unsigned int iCount = Vision::Profiling.GetNumOfGroups();
    for (unsigned int i=0; i<iCount; ++i)
    {
      VProfilingNode* pNode = pRoot->Children().GetAt(i);
      if (pNode)
        items.Add(VAppMenuItem(pNode->GetName(), i, i, true));
    }

    items.Add(VAppMenuItem("Reset Max Values", s_iResetMaxValuesAction, iCount, false));

    m_callbacks = pMainMenu->RegisterGroup(szGroupName, items, NULL, VAPP_DEFAULT_SORTING_1, false);
    RegisterCallbacks();
  }
}
void VDebugProfiling::DeInit()
{
  DeRegisterCallbacks();
  Vision::Callbacks.OnAfterSceneLoaded -= this;

#if defined(_VISION_WIN32)
  Vision::Callbacks.OnUpdateSceneBegin -= this;
#endif
}
void VDebugShadingModes::DeInit()
{
  Vision::Callbacks.OnAfterSceneLoaded -= this;
  Vision::Callbacks.OnBeforeSceneUnloaded -= this;
  DeRegisterCallbacks();

  m_spBackupRendererNode = NULL;
  Vision::RenderLoopHelper.SetReplacementRenderLoop(NULL);
  m_spDebugShadingRenderLoop = NULL;
  m_debugShadingEffects.Clear();
  m_spDebugShadingShaderLib = NULL;
}
Beispiel #5
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void VCameraHandling::ReleaseCameraList()
{
  DeactivateAllCameras();

  DeRegisterCallbacks();

  VAppMenu* pMainMenu = GetParent()->GetAppModule<VAppMenu>();
  if (pMainMenu != NULL)
    pMainMenu->RemoveGroup(m_sMenuGroupName);

  m_callbacks.RemoveAll();

  m_actionMap.RemoveAll();

  m_iWASDActionIndex = -1;
}
Beispiel #6
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void VHelp::DeInit()
{
  DeRegisterCallbacks();
  Vision::Callbacks.OnUpdateSceneFinished -= this;
}