Remove Map::cleanup and Painter::cleanup

Both were noops.
This commit is contained in:
John Firebaugh
2014-12-04 14:18:41 -08:00
parent 004d12ea0b
commit de098591c5
4 changed files with 0 additions and 23 deletions

View File

@@ -56,9 +56,6 @@ public:
// Forces a map update: always triggers a rerender.
void update();
// Triggers a cleanup that releases resources.
void cleanup();
// Releases resources immediately
void terminate();
@@ -145,7 +142,6 @@ private:
std::thread thread;
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.

View File

@@ -153,7 +153,6 @@ void Map::start() {
fileSource.clearLoop();
// Closes all open handles on the loop. This means that the loop will automatically terminate.
asyncCleanup.reset();
asyncRender.reset();
asyncTerminate.reset();
});
@@ -177,11 +176,6 @@ void Map::start() {
}
});
asyncCleanup = util::make_unique<uv::async>(**loop, [this]() {
assert(painter);
painter->cleanup();
});
thread = std::thread([this]() {
#ifndef NDEBUG
mapThread = std::this_thread::get_id();
@@ -276,12 +270,6 @@ void Map::swapped() {
rerender();
}
void Map::cleanup() {
if (asyncCleanup != nullptr) {
asyncCleanup->send();
}
}
void Map::terminate() {
assert(painter);
painter->terminate();

View File

@@ -31,7 +31,6 @@ Painter::Painter(SpriteAtlas& spriteAtlas_, GlyphAtlas& glyphAtlas_)
}
Painter::~Painter() {
cleanup();
}
bool Painter::needsAnimation() const {
@@ -118,11 +117,7 @@ void Painter::deleteShaders() {
gaussianShader = nullptr;
}
void Painter::cleanup() {
}
void Painter::terminate() {
cleanup();
deleteShaders();
}

View File

@@ -64,8 +64,6 @@ public:
// Perform cleanup tasks that prepare shutting down the app. This doesn't mean that the
// app will be shut down. That means all operations must be automatically be reversed (e.g. through
// lazy initialization) in case rendering continues.
void cleanup();
void terminate();
// Renders the backdrop of the OpenGL view. This also paints in areas where we don't have any