Example #1
0
static void
clutter_backend_glx_dispose (GObject *gobject)
{
  ClutterBackendGLX *backend_glx = CLUTTER_BACKEND_GLX (gobject);
  ClutterBackendX11 *backend_x11 = CLUTTER_BACKEND_X11 (gobject);

  /* Unrealize all shaders, since the GL context is going away */
  _clutter_shader_release_all ();

  if (backend_glx->gl_context)
    {
      glXMakeContextCurrent (backend_x11->xdpy, None, None, NULL);
      glXDestroyContext (backend_x11->xdpy, backend_glx->gl_context);
      backend_glx->gl_context = None;
    }

  if (backend_glx->dummy_glxwin)
    {
      glXDestroyWindow (backend_x11->xdpy, backend_glx->dummy_glxwin);
      backend_glx->dummy_glxwin = None;
    }

  if (backend_glx->dummy_xwin)
    {
      XDestroyWindow (backend_x11->xdpy, backend_glx->dummy_xwin);
      backend_glx->dummy_xwin = None;
    }

  G_OBJECT_CLASS (clutter_backend_glx_parent_class)->dispose (gobject);
}
static void
clutter_backend_win32_dispose (GObject *gobject)
{
  ClutterBackend *backend = CLUTTER_BACKEND (gobject);
  ClutterBackendWin32 *backend_win32 = CLUTTER_BACKEND_WIN32 (gobject);
  ClutterStageManager *stage_manager;

  CLUTTER_NOTE (BACKEND, "Disposing the of stages");
  stage_manager = clutter_stage_manager_get_default ();

  g_object_unref (stage_manager);

  CLUTTER_NOTE (BACKEND, "Removing the event source");
  _clutter_backend_win32_events_uninit (CLUTTER_BACKEND (backend_win32));

  /* Unrealize all shaders, since the GL context is going away */
  _clutter_shader_release_all ();

  G_OBJECT_CLASS (clutter_backend_win32_parent_class)->dispose (gobject);

  if (backend->cogl_context)
    {
      cogl_object_unref (backend->cogl_context);
      backend->cogl_context = NULL;
    }
}