void stateDeleteFunc(int value) { muteSND(); deleteState(stateNum); // Will grey out the other state options stateSelectFunc(stateNum); refreshSND(); }
void StateCircularQuee::addState(State* state) { pthread_mutex_lock(&statesMutex); State* toDeleteState = circularQuee[end]; if (toDeleteState != NULL) { deleteState(toDeleteState); } circularQuee[end++] = state; if (end >= QUEE_MAX_SIZE) { end = 0; } if (begin == end) { begin++; } if (begin >= QUEE_MAX_SIZE) { begin = 0; } pthread_mutex_unlock(&statesMutex); }
Service::~Service() { close(); deleteState(); CloseHandle(m_hLoopEventThread); }
void GameEngine::replaceState(GameState* state) { deleteState(); addState(state); }