GsGraphics::~GsGraphics() { // freeCursor(); freeBitmaps(maskedBitmap); freeBitmaps(Bitmap); freeSprites(); freeFonts(); freeTilemap(); }
CGfxEngine::~CGfxEngine() { freeCursor(); freeBitmaps(maskedBitmap); freeBitmaps(Bitmap); freeSprites(); freeFonts(); freeTilemap(); }
void TextDraw::free() { titleTexture.free(); pauseTexture.free(); gameOverTexture.free(); bossHPTexture.free(); retryTexture.free(); freeFonts(); freeVectors(); }
/* Compact font set */ void tcCompactSet(tcCtx g) { tcprivCtx h = g->ctx.tcpriv; fillSet(g); writeSet(g); freeFonts(g); initSet(g, h); #if TC_SUBR_SUPPORT subrReuse(g); #endif /* TC_SUBR_SUPPORT */ }
Parallaction_br::~Parallaction_br() { freeFonts(); freeCharacter(); destroyInventory(); delete _objects; delete _locationParser; delete _programParser; _location._animations.remove(_char._ani); delete _walker; }
Parallaction_ns::~Parallaction_ns() { freeFonts(); // TODO: we may want to add a ~Character instead freeCharacter(); _char._ani.reset(); destroyInventory(); delete _locationParser; delete _programParser; freeLocation(true); _location._animations.remove(_char._ani); delete _walker; destroyTestResultLabels(); }
/* Free context */ void tcFree(tcCtx g) { tcprivCtx h = g->ctx.tcpriv; /* Free modules */ sindexFree(g); encodingFree(g); charsetFree(g); parseFree(g); csFree(g); recodeFree(g); #if TC_SUBR_SUPPORT subrFree(g); #endif /* TC_SUBR_SUPPORT */ fdselectFree(g); t13Free(g); freeFonts(g); dnaFREE(h->set); MEM_FREE(g, h); g->cb.free(g->cb.ctx, g); /* Free context */ }
void GsGraphics::createEmptyFontmaps(Uint8 num_fonts) { freeFonts(); GsFont font; Font.assign(num_fonts, font); }
void CGfxEngine::createEmptyFontmaps(Uint8 num_fonts) { freeFonts(); CFont font; Font.assign(num_fonts, font); }