Remove Map::cleanup and Painter::cleanup
Both were noops.
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@@ -56,9 +56,6 @@ public:
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// Forces a map update: always triggers a rerender.
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void update();
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// Triggers a cleanup that releases resources.
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void cleanup();
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// Releases resources immediately
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void terminate();
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@@ -145,7 +142,6 @@ private:
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std::thread thread;
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std::unique_ptr<uv::async> asyncTerminate;
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std::unique_ptr<uv::async> asyncRender;
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std::unique_ptr<uv::async> asyncCleanup;
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// If cleared, the next time the render thread attempts to render the map, it will *actually*
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// render the map.
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@@ -153,7 +153,6 @@ void Map::start() {
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fileSource.clearLoop();
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// Closes all open handles on the loop. This means that the loop will automatically terminate.
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asyncCleanup.reset();
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asyncRender.reset();
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asyncTerminate.reset();
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});
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@@ -177,11 +176,6 @@ void Map::start() {
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}
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});
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asyncCleanup = util::make_unique<uv::async>(**loop, [this]() {
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assert(painter);
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painter->cleanup();
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});
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thread = std::thread([this]() {
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#ifndef NDEBUG
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mapThread = std::this_thread::get_id();
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@@ -276,12 +270,6 @@ void Map::swapped() {
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rerender();
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}
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void Map::cleanup() {
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if (asyncCleanup != nullptr) {
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asyncCleanup->send();
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}
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}
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void Map::terminate() {
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assert(painter);
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painter->terminate();
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@@ -31,7 +31,6 @@ Painter::Painter(SpriteAtlas& spriteAtlas_, GlyphAtlas& glyphAtlas_)
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}
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Painter::~Painter() {
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cleanup();
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}
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bool Painter::needsAnimation() const {
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@@ -118,11 +117,7 @@ void Painter::deleteShaders() {
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gaussianShader = nullptr;
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}
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void Painter::cleanup() {
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}
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void Painter::terminate() {
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cleanup();
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deleteShaders();
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}
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@@ -64,8 +64,6 @@ public:
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// Perform cleanup tasks that prepare shutting down the app. This doesn't mean that the
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// app will be shut down. That means all operations must be automatically be reversed (e.g. through
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// lazy initialization) in case rendering continues.
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void cleanup();
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void terminate();
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// Renders the backdrop of the OpenGL view. This also paints in areas where we don't have any
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