GraphicsLayerTextureMapper::~GraphicsLayerTextureMapper()
{
    if (m_contentsLayer)
        m_contentsLayer->setClient(0);

    willBeDestroyed();
}
Exemplo n.º 2
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CoordinatedGraphicsLayer::~CoordinatedGraphicsLayer()
{
    if (m_coordinator) {
        purgeBackingStores();
        m_coordinator->detachLayer(this);
    }
    ASSERT(!m_coordinatedImageBacking && !m_mainBackingStore);
    willBeDestroyed();
}
Exemplo n.º 3
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WebGraphicsLayer::~WebGraphicsLayer()
{
    layerByIDMap().remove(id());

    if (m_webGraphicsLayerClient) {
        purgeBackingStores();
        m_webGraphicsLayerClient->detachLayer(this);
    }
    willBeDestroyed();
}
Exemplo n.º 4
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GraphicsLayerClutter::~GraphicsLayerClutter()
{
    if (graphicsLayerActorGetLayerType(m_layer.get()) == GraphicsLayerClutter::LayerTypeRootLayer)
        return;

    willBeDestroyed();

    // We destroy the actors on an idle so that the main loop can run enough to
    // repaint the background that will replace the actor.
    if (m_layer) {
        graphicsLayerActorSetClient(m_layer.get(), 0);
        g_idle_add(idleDestroy, m_layer.leakRef());
    }
}
void LayoutPart::destroy()
{
    willBeDestroyed();
    // We call clearNode here because LayoutPart is ref counted. This call to destroy
    // may not actually destroy the layout object. We can keep it around because of
    // references from the FrameView class. (The actual destruction of the class happens
    // in postDestroy() which is called from deref()).
    //
    // But, we've told the system we've destroyed the layoutObject, which happens when
    // the DOM node is destroyed. So there is a good change the DOM node this object
    // points too is invalid, so we have to clear the node so we make sure we don't
    // access it in the future.
    clearNode();
    deref();
}
Exemplo n.º 6
0
void RenderWidget::destroy()
{
#if ENABLE(ASSERT) && ENABLE(OILPAN)
    ASSERT(!m_didCallDestroy);
    m_didCallDestroy = true;
#endif
    willBeDestroyed();
    clearNode();
#if ENABLE(OILPAN)
    // In Oilpan, postDestroy doesn't delete |this|. So calling it here is safe
    // though |this| will be referred in FrameView.
    postDestroy();
#else
    deref();
#endif
}
Exemplo n.º 7
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GraphicsLayerTextureMapper::~GraphicsLayerTextureMapper()
{
    willBeDestroyed();
}
GraphicsLayerChromium::~GraphicsLayerChromium()
{
    // Do cleanup while we can still safely call methods on the derived class.
    willBeDestroyed();
}
Exemplo n.º 9
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GraphicsLayerBlackBerry::~GraphicsLayerBlackBerry()
{
    // Do cleanup while we can still safely call methods on the derived class.
    willBeDestroyed();
}
Exemplo n.º 10
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void RenderWidget::destroy()
{
    willBeDestroyed();
    clearNode();
    deref();
}
Exemplo n.º 11
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GraphicsLayerChromium::~GraphicsLayerChromium()
{
    willBeDestroyed();
}
Exemplo n.º 12
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void LayoutPart::destroy()
{
    willBeDestroyed();
    clearNode();
    deref();
}
Exemplo n.º 13
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GraphicsLayerEfl::~GraphicsLayerEfl()
{
    willBeDestroyed();
}
Exemplo n.º 14
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GraphicsLayerDirect2D::~GraphicsLayerDirect2D()
{
    willBeDestroyed();
}