void actorDestroy(Actor **_self) { Actor *self = *_self; if (_self && self) { actorFree(self); free(self); *_self = NULL; } }
void sceneFree(Scene *scene) { assert(scene != NULL); for (int i = 0; i < scene->actors.length; i++) { if (scene->actors.data[i] != NULL) { /** * Free child actors. */ actorFree(scene->actors.data[i]); printf("Freeing actor.\n"); } } free(scene); }