예제 #1
0
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);
    }
예제 #2
0
파일: CCLayer.cpp 프로젝트: chaosren/HHHH
CCLayer::~CCLayer()
{
#if ND_MOD
	DEC_CCOBJ("CCLayer");
#endif
    unregisterScriptTouchHandler();
}
예제 #3
0
CCTextFieldTTF::~CCTextFieldTTF()
{
#if ND_MOD
	DEC_CCOBJ("CCTextFieldTTF");
#endif
    CC_SAFE_DELETE(m_pInputText);
    CC_SAFE_DELETE(m_pPlaceHolder);
}
예제 #4
0
CCTransitionScene::~CCTransitionScene()
{
#if ND_MOD
	DEC_CCOBJ("CCTransitionScene");
#endif
    m_pInScene->release();
    m_pOutScene->release();
}
예제 #5
0
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;
}
예제 #6
0
파일: CCTouch.cpp 프로젝트: korman/Temp
CCTouch::~CCTouch()
{
	DEC_CCOBJ("CCTouch");
}