ScriptManager::~ScriptManager()
{
	unloadAll();

	mEngine->Release();
	mEngine = nullptr;
}
void SoXipLoadDicom::evaluate()
{
	unloadAll();
    
    SoMFString nameLocal;
    for (int i = 0; i < name.getNum(); i++)
	{
#ifdef WIN32
    //assuming everything is done using the bad backslashes... so we convert all forward slashes to those
    nameLocal.set1Value(i, XipReplaceChar(name[i].getString(), '/', '\\'));
#else //UNIX
    //assuming the other way around since we need forward slashes now...
    nameLocal.set1Value(i, XipReplaceChar(name[i].getString(), '\\', '/'));
#endif //WIN32
    }

	// "interpret" may replace folders with files in the folder or DICOMDIR with images
	SoMFString interpreted;
	SoXipDataDicom::interpret(nameLocal, interpreted);


	for (int i = 0; i < interpreted.getNum(); i++)
	{
		SoXipDataDicom* dicomData = new SoXipDataDicom;
		if (dicomData)
		{
			if (dicomData->open(interpreted[i].getString()))
			{
				mLoadedData.set1Value(mLoadedData.getNum(), dicomData);
			}
		}
	}

	SO_ENGINE_OUTPUT( dicom, SoXipMFDataDicom, copyFrom(mLoadedData) );
}
Exemple #3
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void cWorld::clearWorld()
{
	mutex.worldMain.lock();
	util.clearFolder("Savefiles//" + save.savefileName + "//" + save.worldName + "//");
	unloadAll();
	applyUnload();
	mutex.worldMain.unlock();
}
SoXipLoadDicom::~SoXipLoadDicom()
{
	#if defined(COIN_DLL) || defined (COIN_NO_DLL)
	// SGI automatically triggers evaluate after loading but COIN doesn't
	SbXipDirtyFieldList::remove(&name);
	#endif

	unloadAll();
}
	void DynLibManager::shutdown()
	{
		MYGUI_ASSERT(mIsInitialise, getClassTypeName() << " is not initialised");
		MYGUI_LOG(Info, "* Shutdown: " << getClassTypeName());

		unloadAll();

		Gui::getInstance().eventFrameStart -= newDelegate(this, &DynLibManager::notifyEventFrameStart);
		_unloadDelayDynLibs();

		MYGUI_LOG(Info, getClassTypeName() << " successfully shutdown");
		mIsInitialise = false;
	}
Exemple #6
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DynLibManager::~DynLibManager()
{
    unloadAll();
}
Exemple #7
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PluginManager::~PluginManager(){
    unloadAll();
}
Exemple #8
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			ParticleEngine::~ParticleEngine() {
				unloadAll();
			}
TerrainObjectManager::~TerrainObjectManager()
{
	unloadAll();
	TerrainObjectManager::inst = 0;
}
Exemple #10
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void hideWindow() {
    unloadAll();
    pWindow.Delete();
}
Exemple #11
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ResourceMgr::~ResourceMgr()
{
	unloadAll();
}
Exemple #12
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 void TextureManager::cleanup(){
     unloadAll();
 }
Exemple #13
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CPIM::~CPIM()
{
   LOG4CPLUS_TRACE_METHOD(logger, __PRETTY_FUNCTION__);
   unloadAll();
   delete mpThreadPool;
}
Exemple #14
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Contentmgr::~Contentmgr()
{
	unloadAll();
}
Exemple #15
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		virtual ~Catalog( void ) 
		{
			unloadAll();
            cleanup();
		}
Exemple #16
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	void MaterialManager::cleanup() {
		unloadAll();
	}
Exemple #17
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SoundManager::~SoundManager()
{
	unloadAll();
}
	void ModelManager::cleanup(){
		unloadAll();
	}