Esempio n. 1
0
void PlayerManager::RestartAllThreads()
{
    printf("Restarting all threads\n");

    TimeNode *rootNode = NULL;
    list<TimeThread*>::iterator it = _threads.begin();

    for (; it != _threads.end(); it++) {
        TimeThread *thread = *it;

        if (thread->IsRootThread()) {
            rootNode = thread->GetHead();
            it = EraseThread(thread);
            delete thread;
        } else {
            TimeThread *t1, *t2;
            thread = TimeThread::Reunite(thread, t2, _scene);
            _threads.push_back(thread);
            it = EraseThread(t1);
            it = EraseThread(t2);
            delete t1;
            delete t2;
        }
    }

    if (rootNode) {
        DeleteSubtree(rootNode);
    }

    TimeNode *node = new TimeNode(sf::Vector2f(100.f,100.f));
    _playThread = new TimeThread(node, _scene);
    _threads.push_back(_playThread);

    _playThread->EnableInput();
}
Esempio n. 2
0
void		GPTree::DeleteSubtree( GPTreeNode* subtree )
{
	for( int i = 0; i < GP_MAX_PARAMETERS; ++i )
	{
		if ( subtree->parameters[ i ] ) DeleteSubtree( subtree->parameters[ i ] );
	}

	delete subtree;
}
Esempio n. 3
0
GPTree::~GPTree()
{
	DeleteSubtree( m_root );
}