/// <summary> /// Releases resources associated with the object. /// </summary> /// <param name="disposing">true if the object is being disposed; false if the object is being finalized.</param> protected override void Dispose(Boolean disposing) { if (Disposed) { return; } if (disposing) { if (!Ultraviolet.Disposed) { Ultraviolet.QueueWorkItem((state) => { gl.DeleteProgram(((OpenGLShaderProgram)state).program); gl.ThrowIfError(); }, this); } if (programOwnsShaders) { SafeDispose.Dispose(vertexShader); SafeDispose.Dispose(fragmentShader); } } base.Dispose(disposing); }
/// <summary> /// Releases resources associated with the object. /// </summary> /// <param name="disposing">true if the object is being disposed; false if the object is being finalized.</param> protected override void Dispose(Boolean disposing) { if (Disposed) { return; } if (disposing) { if (!Ultraviolet.Disposed) { ((OpenGLUltravioletGraphics)Ultraviolet.GetGraphics()).UnbindTexture(this); } if (willNotBeSampled) { if (!Ultraviolet.Disposed && renderbuffer != 0) { Ultraviolet.QueueWorkItem((state) => { gl.DeleteRenderBuffers(((OpenGLRenderBuffer2D)state).renderbuffer); gl.ThrowIfError(); }, this); } } else { SafeDispose.Dispose(texture); } } base.Dispose(disposing); }
/// <summary> /// Releases resources associated with the object. /// </summary> /// <param name="disposing">true if the object is being disposed; false if the object is being finalized.</param> protected override void Dispose(Boolean disposing) { if (Disposed) { return; } if (disposing) { var glname = program; if (glname != 0 && !Ultraviolet.Disposed) { Ultraviolet.QueueWorkItem((state) => { gl.DeleteProgram(glname); gl.ThrowIfError(); }, this, WorkItemOptions.ReturnNullOnSynchronousExecution); } if (programOwnsShaders) { SafeDispose.Dispose(vertexShader); SafeDispose.Dispose(fragmentShader); } program = 0; } base.Dispose(disposing); }
/// <summary> /// Releases resources associated with the object. /// </summary> /// <param name="disposing"><see langword="true"/> if the object is being disposed; /// <see langword="false"/> if the object is being finalized.</param> protected virtual void Dispose(Boolean disposing) { if (Disposed) { return; } if (disposing) { SafeDispose.Dispose(GetUI()); SafeDispose.Dispose(GetInput()); SafeDispose.Dispose(GetContent()); SafeDispose.Dispose(GetPlatform()); SafeDispose.Dispose(GetGraphics()); SafeDispose.Dispose(GetAudio()); } WaitForPendingTasks(true); this.Disposing = true; ProcessWorkItems(); OnShutdown(); ChangeSynchronizationContext(null); this.Disposed = true; this.Disposing = false; ReleaseContext(); }
/// <summary> /// Releases resources associated with the object. /// </summary> /// <param name="disposing">true if the object is being disposed; false if the object is being finalized.</param> protected override void Dispose(Boolean disposing) { if (Disposed) { return; } if (samplerObjects != null) { for (int i = 0; i < samplerObjects.Length; i++) { SafeDispose.Dispose(samplerObjects[i]); } } if (gl.Initialized) { gl.Uninitialize(); } SDL_GL_DeleteContext(context); context = IntPtr.Zero; base.Dispose(disposing); }
/// <summary> /// Releases resources associated with this object. /// </summary> /// <param name="disposing"><see langword="true"/> if the object is being disposed; <see langword="false"/> if the object is being finalized.</param> private void Dispose(Boolean disposing) { if (disposing && !disposed) { SafeDispose.Dispose(spriteBatch); } disposed = true; }
/// <summary> /// Releases resources associated with this object. /// </summary> /// <param name="disposing"><see langword="true"/> if the object is being disposed; <see langword="false"/> if the object is being finalized.</param> protected override void Dispose(Boolean disposing) { if (disposing && !Disposed) { SafeDispose.Dispose(screenStacks); } base.Dispose(disposing); }
protected override void Dispose(Boolean disposing) { if (disposing) { SafeDispose.Dispose(content); } base.Dispose(disposing); }
/// <summary> /// Releases resources associated with the object. /// </summary> /// <param name="disposing"><see langword="true"/> if the object is being disposed; <see langword="false"/> if the object is being finalized.</param> protected virtual void Dispose(Boolean disposing) { if (disposing) { SafeDispose.Dispose(txtWriter); SafeDispose.Dispose(strWriter); } }
/// <summary> /// Releases resources associated with the object. /// </summary> /// <param name="disposing"><see langword="true"/> if the object is being disposed; <see langword="false"/> if the object is being finalized.</param> protected override void Dispose(Boolean disposing) { if (disposing) { SafeDispose.Dispose(texture); } base.Dispose(disposing); }
/// <inheritdoc/> protected override void Dispose(Boolean disposing) { if (disposing) { SafeDispose.Dispose(escMenuDialog); } base.Dispose(disposing); }
/// <inheritdoc/> protected override void Dispose(Boolean disposing) { if (disposing) { SafeDispose.Dispose(screen); } base.Dispose(disposing); }
protected override void Dispose(Boolean disposing) { if (disposing) { SafeDispose.Dispose(songPlayer); SafeDispose.Dispose(contentManager); } base.Dispose(disposing); }
/// <inheritdoc/> protected override void Dispose(Boolean disposing) { if (disposing) { SafeDispose.Dispose(this.view); SafeDispose.Dispose(this.localContent); } base.Dispose(disposing); }
/// <inheritdoc/> protected override void Dispose(Boolean disposing) { if (disposing) { SafeDispose.Dispose(compositor); } SDL.DestroyWindow(ptr); base.Dispose(disposing); }
/// <inheritdoc/> protected override void Dispose(Boolean disposing) { if (disposing) { SafeDispose.Dispose(spriteBatch); SafeDispose.Dispose(content); SafeDispose.Dispose(blankTexture); } base.Dispose(disposing); }
/// <inheritdoc/> protected override void Dispose(Boolean disposing) { if (disposing) { SafeDispose.Dispose(renderTarget); SafeDispose.Dispose(colorBuffer); SafeDispose.Dispose(depthBuffer); SafeDispose.Dispose(stencilBuffer); } base.Dispose(disposing); }
/// <inheritdoc/> protected override void Dispose(Boolean disposing) { if (disposing) { SafeDispose.Dispose(spriteBatch); SafeDispose.Dispose(renderTargetPool); registeredElements.Clear(); } base.Dispose(disposing); }
/// <inheritdoc/> protected override void Dispose(Boolean disposing) { if (disposing) { // We created the texture, so it isn't managed by the ContentManager. // We own it, so we need to dispose of it ourselves! SafeDispose.Dispose(texture); SafeDispose.Dispose(content); } base.Dispose(disposing); }
/// <inheritdoc/> protected override void Dispose(Boolean disposing) { if (disposing) { foreach (var device in devices) { SafeDispose.Dispose(device); } } base.Dispose(disposing); }
/// <summary> /// Releases resources associated with the object. /// </summary> /// <param name="disposing">true if the object is being disposed; false if the object is being finalized.</param> protected override void Dispose(bool disposing) { if (Disposed) { return; } SafeDispose.Dispose(nativesurf); base.Dispose(disposing); }
/// <summary> /// Clean up any resources being used. /// </summary> /// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param> protected override void Dispose(Boolean disposing) { if (disposing) { SafeDispose.Dispose(components); SafeDispose.Dispose(uv); timingLogic = null; } base.Dispose(disposing); }
/// <inheritdoc/> protected override void Dispose(Boolean disposing) { disposed = true; if (disposing) { SafeDispose.Dispose(source); } base.Dispose(disposing); }
/// <summary> /// Clean up any resources being used. /// </summary> /// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param> protected override void Dispose(Boolean disposing) { if (disposing) { SafeDispose.Dispose(tickTimer); SafeDispose.Dispose(components); SafeDispose.Dispose(uv); hostcore = null; } base.Dispose(disposing); }
/// <inheritdoc/> protected override void Dispose(Boolean disposing) { if (disposing) { SafeDispose.Dispose(rbufferDepth); SafeDispose.Dispose(rbufferColor); SafeDispose.Dispose(rtarget); SafeDispose.Dispose(spriteBatch); SafeDispose.Dispose(content); } base.Dispose(disposing); }
/// <summary> /// Clean up any resources being used. /// </summary> /// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param> protected override void Dispose(bool disposing) { if (disposing) { if (uv != null && !uv.Disposed) { DestroyUltravioletWindow(); } SafeDispose.Dispose(components); } base.Dispose(disposing); }
/// <summary> /// Releases resources associated with this object. /// </summary> /// <param name="disposing"><see langword="true"/> if the object is being disposed; <see langword="false"/> if the object is being finalized.</param> private void Dispose(Boolean disposing) { if (disposing && !disposed) { foreach (var kvp in screenStacks) { kvp.Value.Dispose(); } SafeDispose.Dispose(spriteBatch); } disposed = true; }
/// <summary> /// Releases resources associated with the object. /// </summary> /// <param name="disposing"><see langword="true"/> if the object is being disposed; <see langword="false"/> if the object is being finalized.</param> protected override void Dispose(Boolean disposing) { if (Disposed) { return; } if (ownsTexture) { SafeDispose.Dispose(texture); } base.Dispose(disposing); }
protected override void Dispose(Boolean disposing) { if (disposing) { for (int i = 0; i < soundEffectPlayers.Length; i++) { SafeDispose.Dispose(soundEffectPlayers[i]); } SafeDispose.Dispose(spriteBatch); SafeDispose.Dispose(content); } base.Dispose(disposing); }
/// <inheritdoc/> protected override void Dispose(Boolean disposing) { if (disposing) { SafeDispose.Dispose(rtSceneDepthStencil); SafeDispose.Dispose(rtSceneColor); SafeDispose.Dispose(rtScene); SafeDispose.Dispose(rtInterfaceDepthStencil); SafeDispose.Dispose(rtInterfaceColor); SafeDispose.Dispose(rtInterface); SafeDispose.Dispose(rtCompositionColor); SafeDispose.Dispose(rtComposition); SafeDispose.Dispose(spriteBatch); } base.Dispose(disposing); }