Use C++ allocation and deletion for Brush memory
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parent
2717a17127
commit
1a13c3edec
@ -25,8 +25,8 @@ protected:
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if(!bitmap)
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if(!bitmap)
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return;
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return;
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if(outline)
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if(outline)
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free(outline);
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delete[] outline;
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outline = (unsigned char *)calloc(size.X*size.Y, sizeof(unsigned char));
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outline = new unsigned char[size.X*size.Y];
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for(int x = 0; x < size.X; x++)
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for(int x = 0; x < size.X; x++)
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{
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{
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for(int y = 0; y < size.Y; y++)
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for(int y = 0; y < size.Y; y++)
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@ -69,9 +69,9 @@ public:
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}
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}
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virtual ~Brush() {
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virtual ~Brush() {
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if(bitmap)
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if(bitmap)
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delete bitmap;
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delete[] bitmap;
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if(outline)
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if(outline)
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delete outline;
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delete[] outline;
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}
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}
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virtual void RenderRect(Graphics * g, ui::Point position1, ui::Point position2)
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virtual void RenderRect(Graphics * g, ui::Point position1, ui::Point position2)
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{
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{
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@ -109,8 +109,8 @@ public:
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virtual void GenerateBitmap()
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virtual void GenerateBitmap()
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{
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{
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if(bitmap)
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if(bitmap)
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free(bitmap);
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delete[] bitmap;
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bitmap = (unsigned char *)calloc((size.X*size.Y), sizeof(unsigned char));
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bitmap = new unsigned char[size.X*size.Y];
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for(int x = 0; x < size.X; x++)
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for(int x = 0; x < size.X; x++)
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{
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{
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for(int y = 0; y < size.Y; y++)
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for(int y = 0; y < size.Y; y++)
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@ -22,8 +22,8 @@ public:
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virtual void GenerateBitmap()
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virtual void GenerateBitmap()
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{
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{
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if(bitmap)
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if(bitmap)
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free(bitmap);
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delete[] bitmap;
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bitmap = (unsigned char*)calloc((size.X*size.Y), sizeof(unsigned char));
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bitmap = new unsigned char[size.X*size.Y];
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int rx = radius.X;
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int rx = radius.X;
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int ry = radius.Y;
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int ry = radius.Y;
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for(int x = 0; x <= radius.X*2; x++)
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for(int x = 0; x <= radius.X*2; x++)
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