Rename events::pump to events::run_event_loop
To make its purpose clearer.
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10 changed files with 16 additions and 16 deletions
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@ -142,7 +142,7 @@ namespace
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animator.start_animations();
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animator.wait_for_end();
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animator.set_all_standing();
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events::pump();
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events::run_event_loop();
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}
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return true;
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@ -255,7 +255,7 @@ void controller_base::play_slice(bool is_delay_enabled)
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l->play_slice();
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}
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events::pump();
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events::run_event_loop();
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events::raise_process_event();
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// Update sound sources before scrolling
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@ -1593,7 +1593,7 @@ void display::scroll_to_xy(int screenxpos, int screenypos, SCROLL_TYPE scroll_ty
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double velocity = 0.0;
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while (dist_moved < dist_total) {
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events::pump();
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events::run_event_loop();
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int t = SDL_GetTicks();
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double dt = (t - t_prev) / 1000.0;
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@ -417,7 +417,7 @@ void finalize()
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// TODO: I'm uncertain if this is always safe to call at static init; maybe set in main() instead?
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static const boost::thread::id main_thread = boost::this_thread::get_id();
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void pump()
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void run_event_loop()
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{
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if(boost::this_thread::get_id() != main_thread) {
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// Can only call this on the main thread!
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@ -620,7 +620,7 @@ void pump()
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video.render_screen();
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// Inform the pump monitors that an events::pump() has occurred
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// Inform the pump monitors that an events::run_event_loop() has occurred
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for(auto monitor : pump_monitors) {
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monitor->process(info);
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}
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@ -128,7 +128,7 @@ struct event_context
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};
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//causes events to be dispatched to all handler objects.
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void pump();
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void run_event_loop();
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//look for resize events and update references to the screen area
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void peek_for_resize();
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@ -142,7 +142,7 @@ private:
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};
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class pump_monitor {
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//pump_monitors receive notification after an events::pump() occurs
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//pump_monitors receive notification after an events::run_event_loop() occurs
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public:
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pump_monitor();
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virtual ~pump_monitor();
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@ -70,7 +70,7 @@ static uint32_t timer_sdl_poll_events(uint32_t, void*)
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{
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try
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{
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events::pump();
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events::run_event_loop();
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}
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catch(CVideo::quit&)
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{
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@ -469,7 +469,7 @@ void window::show_non_modal(/*const unsigned auto_close_timeout*/)
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invalidate_layout();
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suspend_drawing_ = false;
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events::pump();
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events::run_event_loop();
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}
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int window::show(const unsigned auto_close_timeout)
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@ -518,7 +518,7 @@ int window::show(const unsigned auto_close_timeout)
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for(status_ = SHOWING; status_ != CLOSED;) {
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// process installed callback if valid, to allow e.g. network
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// polling
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events::pump();
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events::run_event_loop();
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if(!mouse_button_state_initialized) {
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/*
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@ -94,7 +94,7 @@ static void teleport_unit_between(const map_location& a, const map_location& b,
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temp_unit.anim_comp().set_standing();
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disp.draw_debugging_aids();
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events::pump();
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events::run_event_loop();
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}
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/**
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@ -167,8 +167,8 @@ private:
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/** Renders the screen. */
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void render_screen();
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/** events::pump() is the only place that should call render_screen(). */
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friend void events::pump();
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/** events::run_event_loop() is the only place that should call render_screen(). */
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friend void events::run_event_loop();
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public:
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void render_copy(const texture& txt,
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@ -677,7 +677,7 @@ static int do_gameloop(const std::vector<std::string>& args)
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}
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events::initialise();
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events::pump();
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events::run_event_loop();
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res = image::update_from_preferences();
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if(res == false) {
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@ -685,7 +685,7 @@ static int do_gameloop(const std::vector<std::string>& args)
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return 1;
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}
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events::pump();
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events::run_event_loop();
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if(preferences::joystick_support_enabled()) {
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res = game->init_joystick();
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@ -698,7 +698,7 @@ static int do_gameloop(const std::vector<std::string>& args)
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const cursor::manager cursor_manager;
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cursor::set(cursor::WAIT);
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events::pump();
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events::run_event_loop();
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#if(defined(_X11) && !defined(__APPLE__)) || defined(_WIN32)
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SDL_EventState(SDL_SYSWMEVENT, SDL_ENABLE);
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