Example #1
0
FullDomainSelectionLayer::~FullDomainSelectionLayer()
{
	if (clickTool)
		delete clickTool;
	if (circleTool)
		delete circleTool;
	if (rectangleTool)
		delete rectangleTool;
	if (polygonTool)
		delete polygonTool;
	if (boundaryFinder)
		delete boundaryFinder;

	if (selectedState)
		delete selectedState;

	ClearUndoStack();
	ClearRedoStack();

	if (outlineShader)
		delete outlineShader;
	if (fillShader)
		delete fillShader;
	if (innerBoundaryShader)
		delete innerBoundaryShader;
	if (outerBoundaryShader)
		delete outerBoundaryShader;
}
NS_IMETHODIMP
nsTransactionManager::Clear()
{
  nsresult result;

  result = ClearRedoStack();

  if (NS_FAILED(result)) {
    return result;
  }

  result = ClearUndoStack();

  return result;
}
NS_IMETHODIMP
nsTransactionManager::Clear()
{
  nsresult result;

  LOCK_TX_MANAGER(this);

  result = ClearRedoStack();

  if (NS_FAILED(result)) {
    UNLOCK_TX_MANAGER(this);
    return result;
  }

  result = ClearUndoStack();

  UNLOCK_TX_MANAGER(this);

  return result;
}
Example #4
0
/**
 * @brief Deconstructor that cleans up data on the GPU and any allocated data
 *
 * Cleans up any data that has been created by this class. Marks data for
 * deletion on the GPU. Note that we are not responsible for cleaning up
 * the VBO.
 *
 */
CreationSelectionLayer::~CreationSelectionLayer()
{
	DEBUG("Deleting Creation Selection Layer. Layer ID: " << GetID());

	/* Clean up shaders */
	if (outlineShader)
		delete outlineShader;
	if (fillShader)
		delete fillShader;
	if (boundaryShader)
		delete boundaryShader;

	// Clean up the OpenGL stuff
	glBindBuffer(GL_ARRAY_BUFFER, 0);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

	/* Note that we aren't responsible for cleaning up the VBO */

	if (VAOId)
		glDeleteBuffers(1, &VAOId);
	if (IBOId)
		glDeleteBuffers(1, &IBOId);

	/* Delete all tools */
	if (clickTool)
		delete clickTool;
	if (circleTool)
		delete circleTool;
	if (rectangleTool)
		delete rectangleTool;
	if (polygonTool)
		delete polygonTool;
	if (boundaryFinder)
		delete boundaryFinder;

	/* Delete all states */
	if (selectedState)
		delete selectedState;
	ClearUndoStack();
	ClearRedoStack();
}