void training_menu_close() { if (training_menu_inited) { // done with the bitmap, so unlock it bm_unlock(trainingMenuMask); // unload the bitmaps bm_unload(trainingMenuBitmap); bm_unload(trainingMenuMask); training_menu_inited = 0; snazzy_menu_close(); } }
// cleanup called when exiting the show goals screen void ML_objectives_close() { if (Goal_complete_bitmap >= 0) { bm_unload(Goal_complete_bitmap); } if (Goal_incomplete_bitmap >= 0) { bm_unload(Goal_incomplete_bitmap); } if (Goal_failed_bitmap >= 0) { bm_unload(Goal_failed_bitmap); } }
// ------------------------------------------------------------------------------------ // shockwave_level_close() // // Call at the close of each level (mission) // void shockwave_level_close() { if ( !Shockwave_inited ) return; shockwave_delete_all(); uint i; // unload default shockwave, and erase all others for (i = 0; i < Shockwave_info.size(); i++) { if ( !i ) { if (Shockwave_info[i].bitmap_id >= 0) bm_unload( Shockwave_info[i].bitmap_id ); else if (Shockwave_info[i].model_id >= 0) model_page_out_textures( Shockwave_info[i].model_id ); continue; } if (Shockwave_info[i].bitmap_id >= 0) bm_release( Shockwave_info[i].bitmap_id ); if (Shockwave_info[i].model_id >= 0) model_unload( Shockwave_info[i].model_id ); Shockwave_info.erase( Shockwave_info.begin() + i ); } Shockwave_inited = 0; }
//for timer debug, #define TIMER void generic_render_eff_stream(generic_anim *ga) { if(ga->current_frame == ga->previous_frame) return; ubyte bpp = 32; if(ga->use_hud_color) bpp = 8; #ifdef TIMER int start_time = timer_get_fixed_seconds(); #endif #ifdef TIMER mprintf(("=========================\n")); mprintf(("frame: %d\n", ga->current_frame)); #endif char frame_name[MAX_FILENAME_LEN]; snprintf(frame_name, MAX_FILENAME_LEN, "%s_%.4d", ga->filename, ga->current_frame); if(bm_reload(ga->eff.next_frame, frame_name) == ga->eff.next_frame) { bitmap* next_frame_bmp = bm_lock(ga->eff.next_frame, bpp, (bpp==8)?BMP_AABITMAP:BMP_TEX_NONCOMP, true); if(next_frame_bmp->data) gr_update_texture(ga->bitmap_id, bpp, (ubyte*)next_frame_bmp->data, ga->width, ga->height); bm_unlock(ga->eff.next_frame); bm_unload(ga->eff.next_frame, 0, true); if (ga->current_frame == ga->num_frames-1) { snprintf(frame_name, MAX_FILENAME_LEN, "%s_0001", ga->filename); bm_reload(ga->eff.next_frame, frame_name); } } #ifdef TIMER mprintf(("end: %d\n", timer_get_fixed_seconds() - start_time)); mprintf(("=========================\n")); #endif }
void cutscenes_screen_close() { if (Background_bitmap) bm_unload(Background_bitmap); Ui_window.destroy(); }
// cleanup called when exiting the show goals screen void mission_show_goals_close() { if (Goals_screen_bg_bitmap >= 0) bm_unload(Goals_screen_bg_bitmap); if (Goal_complete_bitmap) bm_unload(Goal_complete_bitmap); if (Goal_incomplete_bitmap) bm_unload(Goal_incomplete_bitmap); if (Goal_failed_bitmap) bm_unload(Goal_failed_bitmap); Goals_screen_ui_window.destroy(); common_free_interface_palette(); // restore game palette game_flush(); }
void mht_close() { // unload any bitmaps if(!bm_unload(Mht_bitmap)){ nprintf(("General","WARNING : could not unload background bitmap %s\n", Mht_bitmap_fname[gr_screen.res])); } // destroy the UI_WINDOW Mht_window.destroy(); }
// --------------------------------------------------------------------- // mission_hotkey_close() // // Cleanup the hotkey assignment screen system. Called when GS_STATE_HOTKEY_SCREEN // is left. // void mission_hotkey_close() { if (Background_bitmap) bm_unload(Background_bitmap); if (Wing_bmp >= 0) bm_unload(Wing_bmp); // unload the overlay bitmap // help_overlay_unload(HOTKEY_OVERLAY); // unpause all beam weapon sounds beam_unpause_sounds(); // unpause all game music audiostream_unpause_all(); Ui_window.destroy(); common_free_interface_palette(); // restore game palette game_flush(); }
void chatbox_close() { // destory the UI window Chat_window.destroy(); // unload any bitmaps if(Chatbox_small_bitmap != -1){ bm_unload(Chatbox_small_bitmap); } if(Chatbox_big_bitmap != -1){ bm_unload(Chatbox_big_bitmap); } if(Chatbox_mp_bitmap != -1){ bm_unload(Chatbox_mp_bitmap); } // clear all the text lines in the chatbox_clear(); Chatbox_created = 0; }
void hud_scrollback_close() { ML_objectives_close(); message_log_shutdown_scrollback(); if (Background_bitmap >= 0) bm_unload(Background_bitmap); #ifdef MAKE_FS1 if (Status_bitmap >= 0) bm_unload(Status_bitmap); #endif Ui_window.destroy(); common_free_interface_palette(); // restore game palette game_flush(); // unpause all game sounds beam_unpause_sounds(); audiostream_unpause_all(); }
// close down flak stuff void flak_level_close() { // zero out the ani (bitmap manager will take care of releasing it I think) //WMC - Check to make sure if (Flak_muzzle_flash_ani != -1) { if (bm_is_valid(Flak_muzzle_flash_ani)) bm_unload(Flak_muzzle_flash_ani); else Flak_muzzle_flash_ani = -1; } }
void pilot_manage_close(void) { // destroy window Ui_window.destroy(); // release background bitmap if (Background_bitmap >= 0) { bm_unload(Background_bitmap); } // unload the overlay bitmap // fix it help_overlay_unload(PILOT_MANAGE_OVERLAY); game_flush(); }
// Free up bitmaps used by the gadget, and call children to destroy themselves as well. // void UI_GADGET::destroy() { int i; UI_GADGET *cur; for ( i=0; i<m_num_frames; i++ ) { if (bmap_ids[i] != -1) { // we need to unload here rather than release since some controls // may still need access to the bitmap slot. if it can be released // then the child should do it - taylor bm_unload(bmap_ids[i]); bmap_ids[i] = -1; } } if (children) { cur = children; do { cur->destroy(); cur = cur->next; } while (cur != children); } }