示例#1
0
void hole_free(void)
{
    game_free();
    back_free();

    count = 0;
}
示例#2
0
static void name_leave(struct state *st, struct state *next, int id)
{
    if (draw_back)
        back_free();

    text_input_stop();

    gui_delete(id);
}
示例#3
0
void game_free(void)
{
    if (game_state)
    {
        sol_free(&file);
        sol_free(&back);
        back_free();
    }
    game_state = 0;
}
示例#4
0
static void name_leave(struct state *st, struct state *next, int id)
{
    if (draw_back)
        back_free();

    /* FIXME
    SDL_EnableUNICODE(1);
    */
    gui_delete(id);
}
示例#5
0
int hole_move(void)
{
    if (hole + 1 < count)
    {
        hole++;

        game_free();
        back_free();

        if (hole_goto(hole, party))
            return 1;
    }
    return 0;
}
示例#6
0
void back_init(const char *name)
{
    if (back_state)
        back_free();

    /* Load the background SOL and modify its material in-place to use the   */
    /* named gradient texture.                                               */

    if (sol_load_full(&back, "geom/back/back.sol", 0))
    {
        struct mtrl *mp = mtrl_get(back.base.mtrls[0]);
        mp->o = make_image_from_file(name, IF_MIPMAP);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
        back_state = 1;
    }
}
示例#7
0
void game_client_free(const char *next)
{
    if (gd.state)
    {
        game_proxy_clr();

        game_lerp_free(&gl);

        sol_free_draw(&gd.draw);
        sol_free_vary(&gd.vary);

        game_base_free(next);

        sol_free_full(&gd.back);
        back_free();
    }
    gd.state = 0;
}
示例#8
0
void conf_common_leave(struct state *st, struct state *next, int id)
{
    back_free();

    gui_delete(id);
}
示例#9
0
static void conf_shared_leave(struct state *st, struct state *next, int id)
{
    back_free();
    gui_delete(id);
}
示例#10
0
static void resol_leave(struct state *st, struct state *next, int id)
{
    back_free();
    gui_delete(id);
}