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; }
/** * @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(); }