mirror of
https://github.com/love2d/love.git
synced 2026-08-12 08:30:56 +02:00
Prettied up some code.
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@@ -98,11 +98,7 @@ bool Pool::isPlaying(Source *s)
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bool p = false;
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{
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thread::Lock lock(mutex);
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for (auto i = playing.begin(); i != playing.end(); i++)
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{
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if (i->first == s)
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p = true;
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}
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p = (playing.find(s) != playing.end());
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}
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return p;
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}
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@@ -181,11 +177,11 @@ bool Pool::play(Source *source, ALuint &out)
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void Pool::stop()
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{
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thread::Lock lock(mutex);
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for (auto i = playing.begin(); i != playing.end(); i++)
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for (const auto &i : playing)
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{
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i->first->stopAtomic();
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i->first->release();
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available.push(i->second);
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i.first->stopAtomic();
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i.first->release();
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available.push(i.second);
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}
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playing.clear();
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@@ -200,8 +196,8 @@ void Pool::stop(Source *source)
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void Pool::pause()
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{
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thread::Lock lock(mutex);
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for (auto i = playing.begin(); i != playing.end(); i++)
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i->first->pauseAtomic();
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for (const auto &i : playing)
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i.first->pauseAtomic();
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}
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void Pool::pause(Source *source)
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@@ -215,8 +211,8 @@ void Pool::pause(Source *source)
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void Pool::resume()
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{
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thread::Lock lock(mutex);
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for (auto i = playing.begin(); i != playing.end(); i++)
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i->first->resumeAtomic();
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for (const auto &i : playing)
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i.first->resumeAtomic();
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}
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void Pool::resume(Source *source)
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@@ -230,8 +226,8 @@ void Pool::resume(Source *source)
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void Pool::rewind()
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{
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thread::Lock lock(mutex);
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for (auto i = playing.begin(); i != playing.end(); i++)
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i->first->rewindAtomic();
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for (const auto &i : playing)
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i.first->rewindAtomic();
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}
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// For those times we don't need it backed.
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@@ -43,26 +43,17 @@ Volatile::~Volatile()
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bool Volatile::loadAll()
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{
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bool success = true;
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std::list<Volatile *>::iterator i = all.begin();
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while (i != all.end())
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{
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success = success && (*i)->loadVolatile();
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i++;
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}
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for (Volatile *v : all)
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success = success && v->loadVolatile();
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return success;
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}
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void Volatile::unloadAll()
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{
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std::list<Volatile *>::iterator i = all.begin();
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while (i != all.end())
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{
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(*i)->unloadVolatile();
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i++;
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}
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for (Volatile *v : all)
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v->unloadVolatile();
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}
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} // graphics
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@@ -521,11 +521,10 @@ void OpenGL::deleteTexture(GLuint texture)
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{
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// glDeleteTextures binds texture 0 to all texture units the deleted texture
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// was bound to before deletion.
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std::vector<GLuint>::iterator it;
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for (it = state.textureUnits.begin(); it != state.textureUnits.end(); ++it)
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for (GLuint &texid : state.textureUnits)
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{
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if (*it == texture)
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*it = 0;
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if (texid == texture)
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texid = 0;
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}
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glDeleteTextures(1, &texture);
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