App::~App() { mThread->join(); SafeDeletePtr(mThread); SafeDeletePtr(mProcessRunnable); SafeDeletePtr(mVelocityCaption); SafeDeletePtr(mAngleCaption); }
void cAllignedQuad::Cleanup() { SafeRelease( m_pRenderToSurface ); SafeRelease( m_pDynamicTexture_1 ); SafeRelease( m_pTextureSurface_1 ); SafeRelease( m_pDynamicTexture_2 ); SafeRelease( m_pTextureSurface_2 ); SafeRelease( m_meshAllignedQuad ); m_allignedQuadEffect->Cleanup(); SafeDeletePtr( m_allignedQuadEffect ); }
cChunk::~cChunk() { SafeRelease( m_meshChunk ); for( int x = 0; x < CONSTANT::nChunckSizeX; ++x ) for( int y = 0; y < CONSTANT::nChunckSizeY; ++y ) SafeDeleteArray( m_chunk[ x ][ y ] ); for( int x = 0; x < CONSTANT::nChunckSizeX; ++x ) SafeDeleteArray( m_chunk[ x ] ); SafeDeleteArray( m_chunk ); m_chunkEffect->Cleanup(); SafeDeletePtr( m_chunkEffect ); }
Drawable::~Drawable() { SafeDeletePtr(mProgram); SafeDeletePtr(mGeometry); SafeDeletePtr(mBuffer); }
Background::~Background() { SafeDeletePtr( m_spriteBackground ); }
Engine::~Engine() { SafeDeletePtr( core ); SafeDeletePtr( input ); SafeDeletePtr( sound ); }
Button::~Button() { SafeDeletePtr( m_spriteButton ); SafeDeletePtr( m_label ); }