本文整理汇总了C++中UI_WINDOW::destroy方法的典型用法代码示例。如果您正苦于以下问题:C++ UI_WINDOW::destroy方法的具体用法?C++ UI_WINDOW::destroy怎么用?C++ UI_WINDOW::destroy使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类UI_WINDOW
的用法示例。
在下文中一共展示了UI_WINDOW::destroy方法的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: loop_brief_close
// close
void loop_brief_close()
{
// this makes sure that we're all cool no matter how the user decides to exit
mission_campaign_mission_over();
// free the bitmap
if (Loop_brief_bitmap >= 0){
bm_release(Loop_brief_bitmap);
}
Loop_brief_bitmap = -1;
// destroy the window
Loop_brief_window.destroy();
if (Loop_anim.num_frames > 0)
{
generic_anim_unload(&Loop_anim);
}
// stop voice
if(Loop_sound != -1){
audiostream_stop(Loop_sound, 1, 0);
audiostream_close_file(Loop_sound, 1);
Loop_sound = -1;
}
fsspeech_stop();
// stop music
common_music_close();
}
示例2: cutscenes_screen_close
void cutscenes_screen_close()
{
if (Background_bitmap)
bm_release(Background_bitmap);
Ui_window.destroy();
}
示例3: popup_close
// called when a popup goes away
void popup_close(popup_info *pi, int screen_id)
{
int i;
gamesnd_play_iface(SND_POPUP_DISAPPEAR); // play sound when popup disappears
for (i=0; i<pi->nchoices; i++ ) {
if ( pi->button_text[i] != NULL ) {
vm_free(pi->button_text[i]);
pi->button_text[i] = NULL;
}
}
if(screen_id >= 0){
gr_free_screen(screen_id);
}
Popup_window.destroy();
anim_ignore_next_frametime(); // to avoid skips in animation since next frametime is saturated
game_flush();
Popup_is_active = 0;
Popup_running_state = 0;
// anytime in single player, and multiplayer, not in mission, go ahead and stop time
if ( (Game_mode & GM_NORMAL) || ((Game_mode & GM_MULTIPLAYER) && !(Game_mode & GM_IN_MISSION)) )
game_start_time();
}
示例4: cmd_brief_close
void cmd_brief_close()
{
int i;
if (Cmd_brief_inited) {
cmd_brief_stop_anim();
generic_anim_unload(&Cur_Anim);
for (i=0; i<Cur_cmd_brief->num_stages; i++) {
if (Cur_cmd_brief->stage[i].wave >= 0)
audiostream_close_file(Cur_cmd_brief->stage[i].wave, 0);
}
// so that the same ani will reload properly upon return
Cur_anim_filename = "~~~~";
if (Cmd_brief_background_bitmap >= 0)
bm_release(Cmd_brief_background_bitmap);
// unload the overlay bitmap
help_overlay_unload(CMD_BRIEF_OVERLAY);
Ui_window.destroy();
game_flush();
Cmd_brief_inited = 0;
}
// Stop any speech from running over
fsspeech_stop();
}
示例5: pause_close
// close the pause screen
void pause_close()
{
// if we're not paused - do nothing
if ( !Paused ) {
return;
}
Assert( !(Game_mode & GM_MULTIPLAYER) );
// unpause all weapon sounds
weapon_unpause_sounds();
// deinit stuff
if(Pause_saved_screen != -1) {
gr_free_screen(Pause_saved_screen);
Pause_saved_screen = -1;
}
if (Pause_background_bitmap != -1){
bm_release(Pause_background_bitmap);
Pause_background_bitmap = -1;
}
Pause_win.destroy();
game_flush();
// unpause all the music
audiostream_unpause_all();
Paused = 0;
}
示例6: barracks_close
// -----------------------------------------------------------------------------
void barracks_close()
{
// destroy window
Ui_window.destroy();
// release background bitmap
if (Background_bitmap >= 0) {
bm_release(Background_bitmap);
}
// release rank pip bitmaps
bm_release(Rank_pips_bitmaps);
// release pilot pic bitmaps
for (int i=0; i<Num_pilot_images; i++) {
if (Pilot_images[i] >= 0) {
bm_release(Pilot_images[i]);
}
}
if(Stat_labels != NULL)
{
delete[] Stat_labels;
Stat_labels = NULL;
}
if(Stats != NULL)
{
delete[] Stats;
Stats = NULL;
}
game_flush();
}
示例7: chatbox_close
void chatbox_close()
{
if (!Chatbox_created)
return;
// destory the UI window
Chat_window.destroy();
// unload any bitmaps
if (Chatbox_small_bitmap != -1) {
bm_release(Chatbox_small_bitmap);
Chatbox_small_bitmap = -1;
}
if (Chatbox_big_bitmap != -1) {
bm_release(Chatbox_big_bitmap);
Chatbox_big_bitmap = -1;
}
if (Chatbox_mp_bitmap != -1) {
bm_release(Chatbox_mp_bitmap);
Chatbox_mp_bitmap = -1;
}
// clear all the text lines in the
chatbox_clear();
Chatbox_created = 0;
}
示例8: fiction_viewer_close
// close
void fiction_viewer_close()
{
if (!Fiction_viewer_inited)
return;
// free the fiction
fiction_viewer_reset();
// destroy the window
Fiction_viewer_window.destroy();
// restore the old font
use_std_font();
// free the bitmap
if (Fiction_viewer_bitmap >= 0)
bm_release(Fiction_viewer_bitmap);
Fiction_viewer_bitmap = -1;
// maybe stop music
if (Mission_music[SCORE_FICTION_VIEWER] != Mission_music[SCORE_BRIEFING])
common_music_close();
game_flush();
Fiction_viewer_inited = 0;
}
示例9: mht_close
void mht_close()
{
// unload any bitmaps
if(!bm_unload(Mht_bitmap)){
nprintf(("General","WARNING : could not unload background bitmap %s\n", Mht_bitmap_fname[gr_screen.res]));
}
// destroy the UI_WINDOW
Mht_window.destroy();
}
示例10: gameplay_help_close
// called once when leaving the gameplay help state
void gameplay_help_close()
{
if ( Gameplay_help_inited ) {
if (Background_bitmap >= 0) {
bm_release(Background_bitmap);
}
Ui_window.destroy();
common_free_interface_palette(); // restore game palette
game_flush();
}
Gameplay_help_inited = 0;
}
示例11: popupdead_close
// Close down the dead popup
void popupdead_close()
{
if ( !Popupdead_active ) {
return;
}
gamesnd_play_iface(SND_POPUP_DISAPPEAR);
Popupdead_window.destroy();
game_flush();
Popupdead_active = 0;
Popupdead_skip_active = 0;
Popupdead_skip_already_shown = 0;
}
示例12: pilot_manage_close
void pilot_manage_close(void)
{
// destroy window
Ui_window.destroy();
// release background bitmap
if (Background_bitmap >= 0) {
bm_unload(Background_bitmap);
}
// unload the overlay bitmap
// fix it help_overlay_unload(PILOT_MANAGE_OVERLAY);
game_flush();
}
示例13: credits_close
void credits_close()
{
int i;
/*
if (CreditsWin01 != -1){
bm_unload(CreditsWin01);
CreditsWin01 = -1;
}
if (CreditsWin02 != -1){
bm_unload(CreditsWin02);
CreditsWin02 = -1;
}
if (CreditsWin03 != -1){
bm_unload(CreditsWin03);
CreditsWin03 = -1;
}
if (CreditsWin04 != -1){
bm_unload(CreditsWin04);
CreditsWin04 = -1;
}
*/
for (i=0; i<NUM_IMAGES; i++){
if (Credits_bmps[i] >= 0){
bm_release(Credits_bmps[i]);
Credits_bmps[i] = -1;
}
}
credits_stop_music();
if (Credit_text) {
if (Credit_text_malloced){
vm_free(Credit_text);
}
Credit_text = NULL;
}
if (Background_bitmap){
bm_release(Background_bitmap);
}
Ui_window.destroy();
common_free_interface_palette(); // restore game palette
}
示例14: mission_hotkey_close
// ---------------------------------------------------------------------
// mission_hotkey_close()
//
// Cleanup the hotkey assignment screen system. Called when GS_STATE_HOTKEY_SCREEN
// is left.
//
void mission_hotkey_close()
{
if (Background_bitmap)
bm_release(Background_bitmap);
if (Wing_bmp >= 0)
bm_release(Wing_bmp);
// unpause all weapon sounds
weapon_unpause_sounds();
// unpause all game music
audiostream_unpause_all();
Ui_window.destroy();
common_free_interface_palette(); // restore game palette
game_flush();
}
示例15: techroom_close
void techroom_close()
{
fsspeech_stop();
techroom_lists_reset();
Techroom_show_all = 0;
if (Tech_background_bitmap) {
bm_release(Tech_background_bitmap);
}
Ui_window.destroy();
common_free_interface_palette(); // restore game palette
if (Palette_bmp){
bm_release(Palette_bmp);
}
}