virtual bool Detach
 (XosWebRtcClientWindowPeerImplement* window=0)
 {
     bool isSuccess = OnDetach();
     m_window = 0;
     return isSuccess;
 }
예제 #2
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void ScrollViewEffect::Detach(Toolkit::ScrollView& scrollView)
{
  DALI_ASSERT_ALWAYS( (mScrollViewImpl) && "Already detached from ScrollView" );
  DALI_ASSERT_ALWAYS( (&GetImpl(scrollView) == mScrollViewImpl) && "Effect attached to a different ScrollView");

  OnDetach(scrollView);

  mScrollViewImpl = NULL;
}
예제 #3
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//=================================================================================================
void axSceneEntity::Detach()
{
	axAssert(m_pParent != NULL, axL("Scene entity is not attached."));

	OnDetach();

	if(m_eCullingMethod == eAlwaysVisible)
		m_pParent->GetSceneGraph()->RemoveNonCulledEntity(this, m_u8VisibilityMask);

	m_pParent->DetachEntity(this);
	m_pParent = NULL;
}
예제 #4
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	void GameObjectComponent::Detach()
	{
		OnDetach();
		m_pObject.reset();
		m_pManager.reset();
	}
예제 #5
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void APowerUp::Detach_Implementation()
{
	OnDetach();
}