/******************************************************************************* * Function Name : ReleaseView * Returns : Nothing * Description : Code in ReleaseView() will be called by the Shell before * changing to a new rendering context. *******************************************************************************/ bool CStrokeStyles::ReleaseView() { vgDestroyPath(m_vgPath); m_PrintVG.Terminate(); return true; }
/******************************************************************************* * Function Name : ReleaseView * Returns : Nothing * Description : Code in ReleaseView() will be called by the Shell before * changing to a new rendering context. *******************************************************************************/ bool CTransforms::ReleaseView() { // Cleanup: destroy paths and paint vgDestroyPath(m_avgPaths[0]); vgDestroyPath(m_avgPaths[1]); vgDestroyPaint(m_vgPaint); // Cleanup for custom text drawing m_PrintVG.Terminate(); return true; }
/******************************************************************************* * Function Name : ReleaseView * Returns : true if no error occured * Description : Code in ReleaseView() will be called by the Shell before * changing to a new rendering context. *******************************************************************************/ bool CImage::ReleaseView() { // Cleanup: destroy OpenVG images vgDestroyImage(m_avgImage[0]); m_avgImage[0] = 0; vgDestroyImage(m_avgImage[1]); m_avgImage[1] = 0; m_PrintVG.Terminate(); return true; }
/******************************************************************************* * Function Name : ReleaseView * Returns : true if no error occured * Description : Code in ReleaseView() will be called by the Shell before * changing to a new rendering context. *******************************************************************************/ bool OVGMaskLayer::ReleaseView() { // Cleanup: destroy the paths vgDestroyPath(m_avgPath[0]); vgDestroyPath(m_avgPath[1]); m_PrintVG.Terminate(); // Destroy the mask layers vgDestroyMaskLayer(m_vgMaskLayer[0]); vgDestroyMaskLayer(m_vgMaskLayer[1]); return true; }
/******************************************************************************* * Function Name : ReleaseView * Returns : true if no error occured * Description : Code in ReleaseView() will be called by the Shell before * changing to a new rendering context. *******************************************************************************/ bool CChildImage::ReleaseView() { // Cleanup: destroy OpenVG image. vgDestroyImage(m_vgImage); m_vgImage = 0; //Destroy the children as well otherwise the memory isn't reclaimed vgDestroyImage(m_avgChildImages[0]); m_avgChildImages[0] = 0; vgDestroyImage(m_avgChildImages[1]); m_avgChildImages[1] = 0; m_PrintVG.Terminate(); return true; }
/******************************************************************************* * Function Name : ReleaseView * Returns : Nothing * Description : Code in ReleaseView() will be called by the Shell before * changing to a new rendering context. *******************************************************************************/ bool COVGIntroducingSVG::ReleaseView() { // free anything print vg created m_PrintVG.Terminate(); return true; }