GraphicsLayerTextureMapper::~GraphicsLayerTextureMapper() { if (m_contentsLayer) m_contentsLayer->setClient(0); willBeDestroyed(); }
CoordinatedGraphicsLayer::~CoordinatedGraphicsLayer() { if (m_coordinator) { purgeBackingStores(); m_coordinator->detachLayer(this); } ASSERT(!m_coordinatedImageBacking && !m_mainBackingStore); willBeDestroyed(); }
WebGraphicsLayer::~WebGraphicsLayer() { layerByIDMap().remove(id()); if (m_webGraphicsLayerClient) { purgeBackingStores(); m_webGraphicsLayerClient->detachLayer(this); } willBeDestroyed(); }
GraphicsLayerClutter::~GraphicsLayerClutter() { if (graphicsLayerActorGetLayerType(m_layer.get()) == GraphicsLayerClutter::LayerTypeRootLayer) return; willBeDestroyed(); // We destroy the actors on an idle so that the main loop can run enough to // repaint the background that will replace the actor. if (m_layer) { graphicsLayerActorSetClient(m_layer.get(), 0); g_idle_add(idleDestroy, m_layer.leakRef()); } }
void LayoutPart::destroy() { willBeDestroyed(); // We call clearNode here because LayoutPart is ref counted. This call to destroy // may not actually destroy the layout object. We can keep it around because of // references from the FrameView class. (The actual destruction of the class happens // in postDestroy() which is called from deref()). // // But, we've told the system we've destroyed the layoutObject, which happens when // the DOM node is destroyed. So there is a good change the DOM node this object // points too is invalid, so we have to clear the node so we make sure we don't // access it in the future. clearNode(); deref(); }
void RenderWidget::destroy() { #if ENABLE(ASSERT) && ENABLE(OILPAN) ASSERT(!m_didCallDestroy); m_didCallDestroy = true; #endif willBeDestroyed(); clearNode(); #if ENABLE(OILPAN) // In Oilpan, postDestroy doesn't delete |this|. So calling it here is safe // though |this| will be referred in FrameView. postDestroy(); #else deref(); #endif }
GraphicsLayerTextureMapper::~GraphicsLayerTextureMapper() { willBeDestroyed(); }
GraphicsLayerChromium::~GraphicsLayerChromium() { // Do cleanup while we can still safely call methods on the derived class. willBeDestroyed(); }
GraphicsLayerBlackBerry::~GraphicsLayerBlackBerry() { // Do cleanup while we can still safely call methods on the derived class. willBeDestroyed(); }
void RenderWidget::destroy() { willBeDestroyed(); clearNode(); deref(); }
GraphicsLayerChromium::~GraphicsLayerChromium() { willBeDestroyed(); }
void LayoutPart::destroy() { willBeDestroyed(); clearNode(); deref(); }
GraphicsLayerEfl::~GraphicsLayerEfl() { willBeDestroyed(); }
GraphicsLayerDirect2D::~GraphicsLayerDirect2D() { willBeDestroyed(); }