本文整理汇总了C++中DISPOSE函数的典型用法代码示例。如果您正苦于以下问题:C++ DISPOSE函数的具体用法?C++ DISPOSE怎么用?C++ DISPOSE使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了DISPOSE函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: DISPOSE
//---------------------------------------------------------------------------//
// LiberaVars
//
//---------------------------------------------------------------------------//
void CCamara3D::LiberaVars()
{
DISPOSE(m_pPathSrc);
DISPOSE(m_pPathTgt);
DISPOSE(m_pPathUp );
DISPOSE(m_pPathFov);
}
示例2: DISPOSE
//---------------------------------------------------------------------------//
// Load
//
//---------------------------------------------------------------------------//
void CLink::Load(CNodeFile::CNode *pNode)
{
DISPOSE(m_Device);
DISPOSE(m_Behaviour);
// Load Device
switch (pNode->AttrAsInt("dev"))
{
case CLinkDevice::KEYBOARD: m_Device = NEW CLinkDevice_Keyboard(); break;
case CLinkDevice::BEAT: m_Device = NEW CLinkDevice_Beat (); break;
case CLinkDevice::TIMER: m_Device = NEW CLinkDevice_Beat (); break;
case CLinkDevice::WAVE: m_Device = NEW CLinkDevice_Beat (); break;
case CLinkDevice::MIDI_NOTE: m_Device = NEW CLinkDevice_Beat (); break;
case CLinkDevice::MIDI_SLIDER: m_Device = NEW CLinkDevice_Beat (); break;
case CLinkDevice::MIDI_CLOCK: m_Device = NEW CLinkDevice_Beat (); break;
}
if (m_Device)
m_Device->Load(pNode);
// Load Behaviour
switch (pNode->AttrAsInt("beh"))
{
case CLinkBehaviour::CHECK_BOX: m_Behaviour = NEW CLinkBehaviour_CheckBox(0, false); break;
case CLinkBehaviour::COMBO_BOX: m_Behaviour = NEW CLinkBehaviour_ComboBox(0, 0, 0, 0); break;
case CLinkBehaviour::TRACK_BAR: m_Behaviour = NEW CLinkBehaviour_TrackBar(0, 0); break;
}
if (m_Behaviour)
m_Behaviour->Load(pNode);
}
示例3: NWStreamVideo
//********************************************************************
//
//********************************************************************
//--------------------------------------------------------------------
//
//--------------------------------------------------------------------
bool GraphSourceRandom::createStreams()
{
bool bOK = true;
if ( bOK )
{
mStreamVideo = NEW NWStreamVideo();
bOK = mStreamVideo->init();
if ( bOK )
mStreamGroupOutput->addStream(mStreamVideo);
else
DISPOSE(mStreamVideo);
}
if ( bOK )
{
mStreamAudio = NEW NWStreamAudio();
bOK = mStreamAudio->init();
if ( bOK )
mStreamGroupOutput->addStream(mStreamAudio);
else
DISPOSE(mStreamAudio);
}
if ( bOK )
{
sendStreamProperties();
}
return bOK;
}
示例4: compressStart
bool compressStart( DESCRIPTOR_DATA * d )
{
z_stream *s;
if( d->mccp->out_compress )
return TRUE;
CREATE( s, z_stream, 1 );
CREATE( d->mccp->out_compress_buf, unsigned char, COMPRESS_BUF_SIZE );
s->next_in = NULL;
s->avail_in = 0;
s->next_out = d->mccp->out_compress_buf;
s->avail_out = COMPRESS_BUF_SIZE;
s->zalloc = Z_NULL;
s->zfree = Z_NULL;
s->opaque = NULL;
if( deflateInit( s, 9 ) != Z_OK )
{
DISPOSE( d->mccp->out_compress_buf );
DISPOSE( s );
return FALSE;
}
write_to_descriptor( d, (const char *)start_compress2_str, 0 );
d->can_compress = TRUE;
d->mccp->out_compress = s;
return TRUE;
}
示例5: clear_news
void clear_news( bool sMatch, int nCount )
{
int nCurrent = 1;
NEWS_DATA *news;
if ( sMatch == FALSE ) {
while ( ( news = first_news ) != NULL ) {
STRFREE( news->data );
UNLINK( news, first_news, last_news, next, prev );
DISPOSE( news );
}
}
else {
for ( news = first_news; news != NULL; news = news->next ) {
if ( nCount == nCurrent ) {
STRFREE( news->data );
UNLINK( news, first_news, last_news, next, prev );
DISPOSE( news );
break;
}
else
nCurrent++;
}
}
}
示例6: free_ban
void free_ban( BAN_DATA * pban )
{
DISPOSE( pban->name );
DISPOSE( pban->ban_time );
STRFREE( pban->note );
DISPOSE( pban->ban_by );
DISPOSE( pban );
}
示例7: free_holiday
void free_holiday( HOLIDAY_DATA * day )
{
UNLINK( day, first_holiday, last_holiday, next, prev );
DISPOSE( day->announce );
DISPOSE( day->name );
DISPOSE( day );
return;
}
示例8: DISPOSE
/*
==================
Free Indielib managers
==================
*/
void CIndieLib::end() {
// ----- Freeing objects -----
_math ->end();
//_meshManager ->end();
_input ->end();
_entity2dManager ->end();
//_entity3dManager ->end();
_fontManager ->end();
_animationManager ->end();
_surfaceManager ->end();
_imageManager ->end();
//_lightManager ->end();
_render ->end();
DISPOSE(_math);
//DISPOSE(_meshManager);
DISPOSE(_input);
DISPOSE(_entity2dManager);
//DISPOSE(_entity3dManager);
DISPOSE(_fontManager);
DISPOSE(_animationManager);
DISPOSE(_surfaceManager);
DISPOSE(_imageManager);
//DISPOSE(_lightManager);
DISPOSE(_render);
IndieLib::end();
DISPOSE(_pinstance);
}
示例9: STL_End
PUBLIC void STL_End(STL_PStringList l) {
STL_PNode p, q;
assert(l != NULL);
for (p = l->first; p != NULL; p = q) {
q = p->next;
DISPOSE(p);
}
DISPOSE(l->first);
l->nstr = 0;
}
示例10: free_synonym
/*
* Libera dalla memoria un sinonimo
*/
void free_synonym( SYNO_DATA *synonym )
{
if ( !synonym )
{
send_log( NULL, LOG_BUG, "free_synonym: synonym passato è NULL" );
return;
}
DISPOSE( synonym->syn );
DISPOSE( synonym );
}
示例11: MAPfree
/*
** Free the map.
*/
void
MAPfree()
{
register PAIR *mp;
for (mp = MAPdata; mp < MAPend; mp++) {
DISPOSE(mp->Key);
DISPOSE(mp->Value);
}
DISPOSE(MAPdata);
MAPdata = NULL;
}
示例12: free_all_specfuns
/*
* Libera dalla memoria tutti le procedure speciali
*/
void free_all_specfuns( void )
{
SPECFUN_DATA *specfun;
for ( specfun = first_specfun; specfun; specfun = first_specfun )
{
UNLINK( specfun, first_specfun, last_specfun, next, prev );
top_specfun--;
DISPOSE( specfun->name );
DISPOSE( specfun );
}
}
示例13: DISPOSE
//---------------------------------------------------------------------------//
// Destructor
//
//---------------------------------------------------------------------------//
CMGEffect::~CMGEffect()
{
g_pAppMain->VJController()->FXUnload(m_ID);
if (m_ActiveScopePanel)
m_ActiveScopePanel->SetParent (NULL);
for (unsigned i = 0; i < m_VJScopeVars.size(); i++)
{
for (unsigned j = 0; j < m_VJScopeVars[i].size(); j++)
DISPOSE(m_VJScopeVars[i][j]);
}
DISPOSE(m_Bitmap);
g_pAppMain->ShowEffect(NULL);
CMGControl::~CMGControl();
}
示例14: DISPOSE
//---------------------------------------------------------------------------//
// Init
//
//---------------------------------------------------------------------------//
bool CFXAviVideo::Init(const string &sFile)
{
m_bOk = true;
if (sFile != "")
{
m_pAvi = NEW CAviDecoder;
if (m_pAvi->Init(sFile.c_str(), m_Bpp))
{
// Overload target settings
if (m_Bpp == 32)
m_iTextura = g_pGestorMateriales->AddTextura(m_pAvi->GetWidth(), m_pAvi->GetHeight(), HARD_TEX_FORMAT_A8R8G8B8);
else
m_iTextura = g_pGestorMateriales->AddTextura(m_pAvi->GetWidth(), m_pAvi->GetHeight(), HARD_TEX_FORMAT_A1R5G5B5);
if (m_iTextura < 0)
{
DISPOSE(m_pAvi);
GLOG(("ERR: Can't initialize source texture for AVI file %s\n", sFile.c_str()));
m_bOk = false;
}
}
else
{
DISPOSE(m_pAvi);
GLOG(("ERR: Can't initialize AVI file %s\n", sFile.c_str()));
m_bOk = false;
}
}
else
{
GLOG(("ERR: FXFile not specified for an FXAviVideo instance\n"));
m_bOk = false;
}
// Save length
if (IsOk())
{
m_fLength = m_pAvi->Length();
m_fStart = 0.f;
m_fEnd = 1.f;
m_fCropL = 0.f;
m_fCropR = 1.f;
m_fCropT = 0.f;
m_fCropB = 1.f;
m_Color = HARD_COLOR_ARGB(255,255,255,255);
m_bInvert = false;
}
return (IsOk());
}
示例15: writeMessage
/**
* This function returns 1 (true) if the 3d Mesh object passed as parameter exists and is
* deleted from the manager successfully.
* @param pMe Pointer to an 3d Mesh object.
*/
bool IND_3dMeshManager::remove(IND_3dMesh *pMe) {
g_debug->header("Freeing 3d Mesh", 5);
if (!_ok || !pMe) {
writeMessage();
return 0;
}
// Search object
bool mIs = 0;
list <IND_3dMesh *>::iterator _listIter;
for (_listIter = _list3dMesh->begin();
_listIter != _list3dMesh->end();
_listIter++) {
if ((*_listIter) == pMe) {
mIs = 1;
break;
}
}
// Not found
if (!mIs) {
writeMessage();
return 0;
}
// ----- Free object -----
g_debug->header("Freeing 3d mesh:", 3);
g_debug->dataChar(pMe->GetMeshName(), 1);
// Quit from list
delFromlist(pMe);
// Free mesh
if (pMe->_3dMesh._animController) {
pMe->_3dMesh._animController->Release();
pMe->_3dMesh._animController = 0;
}
// free hierarchy
if (pMe->_3dMesh._frameRoot) {
// Create a mesh heirarchy class to control the removal of memory for the frame heirarchy
XMeshHierarchy memoryAllocator;
D3DXFrameDestroy(pMe->_3dMesh._frameRoot, &memoryAllocator);
pMe->_3dMesh._frameRoot = 0;
}
// Free bones
if (pMe->_3dMesh._boneMatrices) {
DISPOSEARRAY(pMe->_3dMesh._boneMatrices);
}
// Free the pointer
DISPOSE(pMe);
g_debug->header("Ok", 6);
return 1;
}