void hud_free(void)
{
    gui_delete(Rhud_id);
    gui_delete(Lhud_id);
    gui_delete(time_id);
    gui_delete(view_id);
    gui_delete(fps_id);
}
Exemple #2
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void hud_free(void)
{
#ifdef __MOBILE__
    gui_delete(Shud_id);
#endif
    gui_delete(Lhud_id);
    gui_delete(Rhud_id);
    gui_delete(fps_id);
}
static void fall_out_leave(int id)
{
    /* HACK:  don't run animation if only "visiting" a state. */
    st_fall_out.timer = resume ? shared_timer : fall_out_timer;

    gui_delete(id);
}
Exemple #4
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static void goal_leave(int id)
{
    /* HACK:  don't run animation if only "visiting" a state. */
    st_goal.timer = resume ? shared_timer : goal_timer;

    gui_delete(id);
}
Exemple #5
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static void name_leave(struct state *st, struct state *next, int id)
{
    if (draw_back)
        back_free();

    text_input_stop();

    gui_delete(id);
}
Exemple #6
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static void demo_leave(struct state *st, struct state *next, int id)
{
    if (next == &st_title)
    {
        demo_dir_free(items);
        items = NULL;
    }

    gui_delete(id);
}
Exemple #7
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static void name_leave(struct state *st, struct state *next, int id)
{
    if (draw_back)
        back_free();

    /* FIXME
    SDL_EnableUNICODE(1);
    */
    gui_delete(id);
}
Exemple #8
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static void title_leave(struct state *st, struct state *next, int id)
{
    if (items)
    {
        demo_dir_free(items);
        items = NULL;
    }

    SDL_EnableUNICODE(0);
    demo_replay_stop(0);
    gui_delete(id);
}
Exemple #9
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static void title_leave(struct state *st, struct state *next, int id)
{
    gui_delete(id);

    if (next == &st_conf)
    {
        /*
         * This is ugly, but better than stupidly deleting stuff using
         * object names from a previous GL context.
         */
        course_free();
    }
}
Exemple #10
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static void over_leave(int id)
{
    gui_delete(id);
}
Exemple #11
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static void title_leave(int id)
{
    gui_delete(id);
}
Exemple #12
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static void fall_leave(int id)
{
    gui_delete(id);
    hud_free();
}
Exemple #13
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static void score_leave(int id)
{
    gui_delete(id);
}
Exemple #14
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static void demo_play_leave(struct state *st, struct state *next, int id)
{
    gui_delete(id);

    video_show_cursor();
}
Exemple #15
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void conf_common_leave(struct state *st, struct state *next, int id)
{
    back_free();

    gui_delete(id);
}
Exemple #16
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static void next_leave(struct state *st, struct state *next, int id)
{
    hud_free();
    gui_delete(id);
}
Exemple #17
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static void pause_leave(int id)
{
    gui_delete(id);
    hud_free();
    audio_music_fade_in(0.5f);
}
Exemple #18
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static void conf_leave(struct state *st, struct state *next, int id)
{
    gui_delete(id);
}
Exemple #19
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static void save_leave(struct state *st, struct state *next, int id)
{
    text_input_stop();

    gui_delete(id);
}
Exemple #20
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static void fall_leave(struct state *st, struct state *next, int id)
{
    gui_delete(id);
    hud_free();
}
static void title_leave(int id)
{
    demo_replay_stop(0);
    gui_delete(id);
}
static void help_leave(int id)
{
    gui_delete(id);
}
Exemple #23
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static void course_leave(int id)
{
    gui_delete(id);
}
Exemple #24
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static void conf_shared_leave(struct state *st, struct state *next, int id)
{
    back_free();
    gui_delete(id);
}
Exemple #25
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static void party_leave(int id)
{
    gui_delete(id);
}
Exemple #26
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void common_leave(struct state *st, struct state *next, int id)
{
    gui_delete(id);
}
Exemple #27
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static void next_leave(int id)
{
    hud_free();
    gui_delete(id);
}
static void start_leave(int id)
{
    gui_delete(id);
}
Exemple #29
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static void pause_leave(struct state *st, struct state *next, int id)
{
    gui_delete(id);
    hud_free();
    audio_music_fade_in(0.5f);
}
Exemple #30
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static void resol_leave(struct state *st, struct state *next, int id)
{
    back_free();
    gui_delete(id);
}