ImageManagerImp::~ImageManagerImp() { #ifdef IMGMAN_USE_SCRATCH_BUFFER OP_DELETEA(scratch_buffer); #endif // IMGMAN_USE_SCRATCH_BUFFER #ifdef IMG_TIME_LIMITED_CACHE g_main_message_handler->UnsetCallBack(this, MSG_IMG_CLEAN_IMAGE_CACHE, (MH_PARAM_1)this); #endif // IMG_TIME_LIMITED_CACHE #ifdef ASYNC_IMAGE_DECODERS OP_DELETE(async_factory); #endif // ASYNC_IMAGE_DECODERS #ifdef HAS_ATVEF_SUPPORT OP_DELETE(atvef_image); atvef_image = NULL; #endif // HAS_ATVEF_SUPPORT ClearImageList(&image_list); ClearImageList(&visible_image_list); ClearImageList(&free_image_list); bitmap_image_list.Clear(); image_decoder_factory_list.Clear(); OP_DELETE(progress_listener); OP_DELETE(null_image_content); null_image_content = NULL; OP_DELETE(null_image_listener); null_image_listener = NULL; }
void SpritesheetSelector::RepopulateImageList() { //clear the image selector ClearImageList(); if(!resourceManager) return; ImageSelectorItem *tempImageItem; //loop through the images in the resource manager for(int i = 0; i < resourceManager->GetImageCount(); i++) { //assign the image from the RM to a new selector item tempImageItem = new ImageSelectorItem; tempImageItem->SetImage(resourceManager->GetImageByIndex(i)); //add the selector item into the list ui->imageList->addItem(tempImageItem); } }
CYuanListShowImg::~CYuanListShowImg() { ClearImageList(); }