void CGUIWindowPointer::OnWindowLoaded() { // set all our pointer images invisible for (iControls i = m_children.begin();i != m_children.end(); ++i) { CGUIControl* pControl = *i; pControl->SetVisible(false); } CGUIWindow::OnWindowLoaded(); DynamicResourceAlloc(false); m_pointer = 0; m_renderOrder = RENDER_ORDER_WINDOW_POINTER; }
void CGUIWindowFullScreen::AllocResources(bool forceLoad) { CGUIWindow::AllocResources(forceLoad); DynamicResourceAlloc(false); PreloadDialog(WINDOW_OSD); PreloadDialog(WINDOW_DIALOG_VIDEO_OSD_SETTINGS); PreloadDialog(WINDOW_DIALOG_AUDIO_OSD_SETTINGS); // No need to preload these here, as they're preloaded by our app // PreloadDialog(WINDOW_DIALOG_SEEK_BAR); // PreloadDialog(WINDOW_DIALOG_VOLUME_BAR); // PreloadDialog(WINDOW_DIALOG_MUTE_BUG); }
void CGUIWindowFullScreen::FreeResources(bool forceUnload) { g_settings.Save(); DynamicResourceAlloc(true); UnloadDialog(WINDOW_OSD); UnloadDialog(WINDOW_DIALOG_VIDEO_OSD_SETTINGS); UnloadDialog(WINDOW_DIALOG_AUDIO_OSD_SETTINGS); // No need to unload these here, as they're preloaded by our app // UnloadDialog(WINDOW_DIALOG_SEEK_BAR); // UnloadDialog(WINDOW_DIALOG_VOLUME_BAR); // UnloadDialog(WINDOW_DIALOG_MUTE_BUG); CGUIWindow::FreeResources(forceUnload); }
void CGUIWindowFullScreen::FreeResources(bool forceUnload) { g_settings.Save(); DynamicResourceAlloc(true); CGUIWindow::FreeResources(forceUnload); }
void CGUIWindowFullScreen::AllocResources(bool forceLoad) { CGUIWindow::AllocResources(forceLoad); DynamicResourceAlloc(false); }