def destroy(state): screen.destroy(state) texture_db.destroy(state) tiles.destroy(state) sprites.destroy(state) movers.destroy(state) entities.destroy(state) view.destroy(state) controls.destroy(state) collisions.destroy(state) text.destroy(state) timer.destroy(state)
def autoconnect(self): # index all connection views by source and sink connection_map = dict() connection_views = set(self.connection_layer.childItems()) for view in connection_views: try: source = view.source_view.target except AttributeError: source = None try: sink = view.sink_view.target except AttributeError: sink = None if ((source is not None) and (sink is not None)): connection_map[(source, sink)] = view # create maps of input and output views only if needed input_map = None output_map = None # find unconnected connections for conn in self.patch_bay: # if either end of the connection is missing, it's not valid if ((conn.source is None) or (conn.sink is None)): continue # skip connections we already have views for, and remove them # from the list so we know which views have no connection in # the patch bay if ((conn.source, conn.sink) in connection_map): view = connection_map[(conn.source, conn.sink)] if (view in connection_views): connection_views.remove(view) continue # index all port views by target if ((input_map is None) or (output_map is None)): input_map = dict() output_map = dict() self._index_port_views(self, input_map, output_map) # see if we have views for the source and sink if ((conn.source in output_map) and (conn.sink in input_map)): source_view = output_map[conn.source] sink_view = input_map[conn.sink] view = ConnectionView(conn, parent=self.connection_layer) view.source_view = source_view view.sink_view = sink_view # add it to the map so we don't do this twice when given a # double connection connection_map[(conn.source, conn.sink)] = view # remove all connection views with no connection in the patch bay for view in connection_views: view.destroy()
def destroy(state): """ TODO """ screen.destroy(state) texture_db.destroy(state) tiles.destroy(state) sprites.destroy(state) movers.destroy(state) entities.destroy(state) view.destroy(state) controls.destroy(state) collisions.destroy(state) text.destroy(state) timer.destroy(state) debug.destroy(state) user.destroy(state)