예제 #1
0
파일: eir_gfx_func.c 프로젝트: cbrenon/Eir
// ---------------------------------------------------------------------------
void eir_gfx_release_env(eir_gfx_env_t * gfx_env)
{
   if (gfx_env)
   {
      eir_gfx_release_texture(&gfx_env->text_texture);
      eir_gfx_release_image(&gfx_env->text_image);
      EIR_KER_FREE_ARRAY_BIS(gfx_env->images, eir_gfx_release_image);
      EIR_KER_FREE_ARRAY_BIS(gfx_env->textures, eir_gfx_release_texture);
      EIR_KER_FREE_ARRAY_BIS(gfx_env->groups, eir_gfx_release_group);
      eir_gfx_release_group(&gfx_env->bar_group);
      EIR_SYS_FREE(gfx_env->sorted_groups);
   }
}
예제 #2
0
static void eir_gme_release_map(eir_gme_map_component_t * map)
{
   if (map)
   {
      EIR_KER_FREE_ARRAY_BIS(map->layers, eir_gme_release_map_layer);
   }
}
예제 #3
0
파일: eir_snd_func.c 프로젝트: cbrenon/Eir
void eir_snd_release_env(eir_snd_env_t * env)
{
    EIR_KER_LOG_MESSAGE("release sound env");
    if (env)
    {
        EIR_KER_FREE_ARRAY_BIS(env->sounds, eir_snd_release_sound);
    }
}
예제 #4
0
void eir_gme_release_env(eir_gme_env_t * env)
{
   EIR_KER_LOG_MESSAGE("release game env");
   if (env)
   {
      EIR_KER_FREE_ARRAY_BIS(env->worlds, eir_gme_release_world);
      env->curr_world = 0;
   }
}
예제 #5
0
static void eir_gme_release_map_layer(eir_gme_map_layer_t * map_layer)
{
   if (map_layer)
   {
      map_layer->position.x = 0.0f;
      map_layer->position.y = 0.0f;
      map_layer->col_count = 0;
      map_layer->row_count = 0;
      map_layer->tile_width = 0;
      map_layer->tile_height = 0;
      map_layer->group = 0;
      map_layer->batch = 0;
      EIR_KER_FREE_ARRAY_BIS(map_layer->tiles, eir_gme_release_map_tile);
   }
}