void game_list_pause( void ) { struct game *g = game_start; if( g ) { do { ogl_free_texture( g->texture ); g->texture = NULL; g = g->all_next; } while( g != game_start ); } }
void snap_free( void ) { int i; snap_clear(); for( i = 0 ; i < NUM_NOISE ; i++ ) { ogl_free_texture( noise[i] ); noise[i] = NULL; } }
void snap_clear( void ) { if( video ) { video_close(); video = 0; } else { if( texture ) { ogl_free_texture( texture ); } } texture = NULL; platform_texture = NULL; }
void game_free( struct game* game ) { if( game ) { ogl_free_texture( game->texture ); game->all_prev->all_next = game->all_next; game->all_next->all_prev = game->all_prev; game_start = game->all_next; if( game_start->all_next == game_start ) { /* last in the list */ game_start = NULL; } free( game ); game = NULL; } }
int bg_set( const char *filename ) { if( filename && *filename ) { if( bg_texture != bg_clear_texture ) { ogl_free_texture( bg_texture ); } bg_texture = sdl_create_texture( filename ); if( bg_texture == 0 ) { fprintf( stderr, "Warning: couldn't load background image '%s'\n", filename ); return -1; } } else { bg_clear(); } return 0; }
void video_close( void ) { int timeout = 10; stop = 1; packet_queue_flush( &audio_queue ); frame_queue_flush( &video_queue ); while( (reader_running || audio_running) && timeout-- ) SDL_Delay( 10 ); if( audio_open ) SDL_CloseAudio(); audio_open = 0; if( video_codec_context ) avcodec_close( video_codec_context ); video_codec_context = NULL; if( audio_codec_context ) avcodec_close( audio_codec_context ); audio_codec_context = NULL; if( format_context ) av_close_input_file( format_context ); format_context = NULL; if( video_buffer ) av_free( video_buffer ); video_buffer = NULL; video_stream = -1; audio_stream = -1; if( texture ) ogl_free_texture( texture ); texture = NULL; got_texture = 0; sound_open_mixer(); }
void game_free_texture( struct game *game ) { if( game->texture ) { ogl_free_texture( game->texture ); game->texture = NULL; } }
void bg_free( void ) { if( bg_texture != bg_clear_texture ) { ogl_free_texture( bg_clear_texture ); } ogl_free_texture( bg_texture ); }