CCGLProgram::~CCGLProgram() { #if ND_MOD DEC_CCOBJ("CCGLProgram"); #endif CCLOGINFO("cocos2d: %s %d deallocing 0x%X", __FUNCTION__, __LINE__, this); // there is no need to delete the shaders. They should have been already deleted. CCAssert( m_uVertShader == 0, "Vertex Shaders should have been already deleted"); CCAssert( m_uFragShader == 0, "Vertex Shaders should have been already deleted"); if (m_uProgram) { ccGLDeleteProgram(m_uProgram); } tHashUniformEntry *current_element, *tmp; // Purge uniform hash HASH_ITER(hh, m_pHashForUniforms, current_element, tmp) { HASH_DEL(m_pHashForUniforms, current_element); free(current_element->value); free(current_element); }
CCLayer::~CCLayer() { #if ND_MOD DEC_CCOBJ("CCLayer"); #endif unregisterScriptTouchHandler(); }
CCTextFieldTTF::~CCTextFieldTTF() { #if ND_MOD DEC_CCOBJ("CCTextFieldTTF"); #endif CC_SAFE_DELETE(m_pInputText); CC_SAFE_DELETE(m_pPlaceHolder); }
CCTransitionScene::~CCTransitionScene() { #if ND_MOD DEC_CCOBJ("CCTransitionScene"); #endif m_pInScene->release(); m_pOutScene->release(); }
CCTouchDispatcher::~CCTouchDispatcher(void) { DEC_CCOBJ("CCTouchDispatcher"); // #if ND_MOD // m_pHandlingTouch = NULL; // #endif CC_SAFE_RELEASE (m_pTargetedHandlers); CC_SAFE_RELEASE (m_pStandardHandlers); CC_SAFE_RELEASE (m_pHandlersToAdd); ccCArrayFree (m_pHandlersToRemove); m_pHandlersToRemove = NULL; }
CCTouch::~CCTouch() { DEC_CCOBJ("CCTouch"); }