Adhere to naming conventions

This commit is contained in:
John Firebaugh
2014-11-27 15:14:21 -08:00
parent 8f1772f18f
commit 8fdf645e12
2 changed files with 57 additions and 57 deletions

View File

@@ -74,11 +74,11 @@ public:
void setAppliedClasses(const std::vector<std::string> &classes);
void toggleClass(const std::string &name);
const std::vector<std::string> &getAppliedClasses() const;
void setDefaultTransitionDuration(uint64_t duration_milliseconds = 0);
void setDefaultTransitionDuration(uint64_t milliseconds = 0);
void setStyleURL(const std::string &url);
void setStyleJSON(std::string newStyleJSON, const std::string &base = "");
std::string getStyleJSON() const;
void setAccessToken(std::string access_token);
void setAccessToken(std::string accessToken);
std::string getAccessToken() const;
// Transition
@@ -148,30 +148,30 @@ private:
std::unique_ptr<uv::loop> loop;
std::unique_ptr<uv::worker> workers;
std::unique_ptr<uv::thread> thread;
std::unique_ptr<uv::async> async_terminate;
std::unique_ptr<uv::async> async_render;
std::unique_ptr<uv::async> async_cleanup;
std::unique_ptr<uv::async> asyncTerminate;
std::unique_ptr<uv::async> asyncRender;
std::unique_ptr<uv::async> asyncCleanup;
// If cleared, the next time the render thread attempts to render the map, it will *actually*
// render the map.
std::atomic_flag is_clean = ATOMIC_FLAG_INIT;
std::atomic_flag isClean = ATOMIC_FLAG_INIT;
// If this flag is cleared, the current back buffer is ready for being swapped with the front
// buffer (i.e. it has rendered data).
std::atomic_flag is_swapped = ATOMIC_FLAG_INIT;
std::atomic_flag isSwapped = ATOMIC_FLAG_INIT;
// This is cleared once the current front buffer has been presented and the back buffer is
// ready for rendering.
std::atomic_flag is_rendered = ATOMIC_FLAG_INIT;
std::atomic_flag isRendered = ATOMIC_FLAG_INIT;
// Stores whether the map thread has been stopped already.
std::atomic_bool is_stopped;
std::atomic_bool isStopped;
View &view;
#ifndef NDEBUG
const unsigned long main_thread;
unsigned long map_thread = -1;
const unsigned long mainThread;
unsigned long mapThread = -1;
#endif
Transform transform;

View File

@@ -89,7 +89,7 @@ Map::Map(View& view_)
: loop(std::make_unique<uv::loop>()),
view(view_),
#ifndef NDEBUG
main_thread(uv_thread_self()),
mainThread(uv_thread_self()),
#endif
transform(view_),
glyphAtlas(1024, 1024),
@@ -99,9 +99,9 @@ Map::Map(View& view_)
{
view.initialize(this);
// Make sure that we're doing an initial drawing in all cases.
is_clean.clear();
is_rendered.clear();
is_swapped.test_and_set();
isClean.clear();
isRendered.clear();
isSwapped.test_and_set();
}
Map::~Map() {
@@ -129,7 +129,7 @@ uv::worker &Map::getWorker() {
}
void Map::start() {
assert(uv_thread_self() == main_thread);
assert(uv_thread_self() == mainThread);
assert(!async);
// When starting map rendering in another thread, we perform async/continuously
@@ -137,11 +137,11 @@ void Map::start() {
async = true;
// Reset the flag.
is_stopped = false;
isStopped = false;
// Setup async notifications
async_terminate = std::make_unique<uv::async>(**loop, [this]() {
assert(uv_thread_self() == map_thread);
asyncTerminate = std::make_unique<uv::async>(**loop, [this]() {
assert(uv_thread_self() == mapThread);
// Remove all of these to make sure they are destructed in the correct thread.
glyphStore.reset();
@@ -151,37 +151,37 @@ void Map::start() {
activeSources.clear();
// Closes all open handles on the loop. This means that the loop will automatically terminate.
async_cleanup.reset();
async_render.reset();
async_terminate.reset();
asyncCleanup.reset();
asyncRender.reset();
asyncTerminate.reset();
});
async_render = std::make_unique<uv::async>(**loop, [this]() {
assert(uv_thread_self() == map_thread);
asyncRender = std::make_unique<uv::async>(**loop, [this]() {
assert(uv_thread_self() == mapThread);
if (state.hasSize()) {
if (is_rendered.test_and_set() == false) {
if (isRendered.test_and_set() == false) {
prepare();
if (is_clean.test_and_set() == false) {
if (isClean.test_and_set() == false) {
render();
is_swapped.clear();
isSwapped.clear();
view.swap();
} else {
// We set the rendered flag in the test above, so we have to reset it
// now that we're not actually rendering because the map is clean.
is_rendered.clear();
isRendered.clear();
}
}
}
});
async_cleanup = std::make_unique<uv::async>(**loop, [this]() {
asyncCleanup = std::make_unique<uv::async>(**loop, [this]() {
painter.cleanup();
});
thread = std::make_unique<uv::thread>([this]() {
#ifndef NDEBUG
map_thread = uv_thread_self();
mapThread = uv_thread_self();
#endif
#ifdef __APPLE__
@@ -191,21 +191,21 @@ void Map::start() {
run();
#ifndef NDEBUG
map_thread = -1;
mapThread = -1;
#endif
// Make sure that the stop() function knows when to stop invoking the callback function.
is_stopped = true;
isStopped = true;
view.notify();
});
}
void Map::stop(stop_callback cb, void *data) {
assert(uv_thread_self() == main_thread);
assert(main_thread != map_thread);
assert(uv_thread_self() == mainThread);
assert(mainThread != mapThread);
assert(async);
async_terminate->send();
asyncTerminate->send();
if (cb) {
// Wait until the render thread stopped. We are using this construct instead of plainly
@@ -214,7 +214,7 @@ void Map::stop(stop_callback cb, void *data) {
// the case with Cocoa's NSURLRequest. Otherwise, we will eventually deadlock because this
// thread (== main thread) is blocked. The callback function should use an efficient waiting
// function to avoid a busy waiting loop.
while (!is_stopped) {
while (!isStopped) {
cb(data);
}
}
@@ -229,10 +229,10 @@ void Map::stop(stop_callback cb, void *data) {
void Map::run() {
#ifndef NDEBUG
if (!async) {
map_thread = main_thread;
mapThread = mainThread;
}
#endif
assert(uv_thread_self() == map_thread);
assert(uv_thread_self() == mapThread);
setup();
prepare();
@@ -246,7 +246,7 @@ void Map::run() {
if (!async) {
render();
#ifndef NDEBUG
map_thread = -1;
mapThread = -1;
#endif
}
}
@@ -255,27 +255,27 @@ void Map::rerender() {
// We only send render events if we want to continuously update the map
// (== async rendering).
if (async) {
async_render->send();
asyncRender->send();
}
}
void Map::update() {
is_clean.clear();
isClean.clear();
rerender();
}
bool Map::needsSwap() {
return is_swapped.test_and_set() == false;
return isSwapped.test_and_set() == false;
}
void Map::swapped() {
is_rendered.clear();
isRendered.clear();
rerender();
}
void Map::cleanup() {
if (async_cleanup != nullptr) {
async_cleanup->send();
if (asyncCleanup != nullptr) {
asyncCleanup->send();
}
}
@@ -297,7 +297,7 @@ void Map::setReachability(bool reachable) {
#pragma mark - Setup
void Map::setup() {
assert(uv_thread_self() == map_thread);
assert(uv_thread_self() == mapThread);
view.make_active();
painter.setup();
view.make_inactive();
@@ -330,9 +330,9 @@ std::string Map::getStyleJSON() const {
return styleJSON;
}
void Map::setAccessToken(std::string access_token) {
void Map::setAccessToken(std::string accessToken_) {
// TODO: Make threadsafe.
accessToken.swap(access_token);
accessToken.swap(accessToken_);
}
std::string Map::getAccessToken() const {
@@ -534,12 +534,12 @@ const std::vector<std::string> &Map::getAppliedClasses() const {
return style->getAppliedClasses();
}
void Map::setDefaultTransitionDuration(uint64_t duration_milliseconds) {
style->setDefaultTransitionDuration(duration_milliseconds);
void Map::setDefaultTransitionDuration(uint64_t milliseconds) {
style->setDefaultTransitionDuration(milliseconds);
}
void Map::updateSources() {
assert(uv_thread_self() == map_thread);
assert(uv_thread_self() == mapThread);
// First, disable all existing sources.
for (const auto& source : activeSources) {
@@ -550,14 +550,14 @@ void Map::updateSources() {
updateSources(style->layers);
// Then, construct or destroy the actual source object, depending on enabled state.
for (const auto& style_source : activeSources) {
if (style_source->enabled) {
if (!style_source->source) {
style_source->source = std::make_shared<Source>(style_source->info);
style_source->source->load(*this, *fileSource);
for (const auto& source : activeSources) {
if (source->enabled) {
if (!source->source) {
source->source = std::make_shared<Source>(source->info);
source->source->load(*this, *fileSource);
}
} else {
style_source->source.reset();
source->source.reset();
}
}