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https://github.com/TorqueGameEngines/Torque3D.git
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* Cleanup: Fully remove the DisplayPtrManager class as it was not actually being used by anything.
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@ -33,12 +33,8 @@
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typedef void (*LockFunc_t)(void);
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class DisplayPtrManager;
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class x86UNIXPlatformState
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{
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friend class DisplayPtrManager;
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private:
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Point2I mDesktopSize;
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Point2I mWindowSize;
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@ -170,92 +166,4 @@ class x86UNIXPlatformState
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}
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};
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extern x86UNIXPlatformState * x86UNIXState;
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class DisplayPtrManager
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{
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// static interface
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private:
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static bool sgDisplayLocked;
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static LockFunc_t sgLockFunc;
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static LockFunc_t sgUnlockFunc;
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static bool lockDisplay()
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{
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if (!sgDisplayLocked && sgLockFunc)
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{
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sgLockFunc();
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sgDisplayLocked = true;
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return true;
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}
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else
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return false;
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}
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static void unlockDisplay()
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{
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if (sgDisplayLocked && sgUnlockFunc)
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{
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sgUnlockFunc();
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sgDisplayLocked = false;
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}
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}
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//friend Display* x86UNIXPlatformState::getDisplayPointer();
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public:
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static void setDisplayLockFunction(LockFunc_t lockFunc)
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{ sgLockFunc = lockFunc; }
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static void setDisplayUnlockFunction(LockFunc_t unlockFunc)
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{ sgUnlockFunc = unlockFunc; }
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// nonstatic interface
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private:
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bool mAcquiredLock; // true if this instance acquired the display lock
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// (multiple instances of DisplayPtrManager can coexist, but only
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// the first to access the display pointer will be responsible for
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// acquiring and releasing the lock)
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bool mOpenedDisplay; // true if this instance created a display pointer
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// because the one in platform state was null.
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Display* mDisplay;
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private:
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Display* openDisplay()
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{
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return mDisplay;
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}
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void closeDisplay()
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{
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if (mOpenedDisplay)
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{
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}
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}
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public:
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DisplayPtrManager()
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{
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mAcquiredLock = false;
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mOpenedDisplay = false;
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mDisplay = NULL;
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}
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~DisplayPtrManager()
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{
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if (mAcquiredLock)
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{
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DisplayPtrManager::unlockDisplay();
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mAcquiredLock = false;
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}
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closeDisplay();
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}
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Display* getDisplayPointer()
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{
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Display* display = x86UNIXState->getDisplayPointer();
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if (display == NULL)
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return openDisplay();
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mAcquiredLock = DisplayPtrManager::lockDisplay();
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return display;
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}
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};
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extern x86UNIXPlatformState * x86UNIXState;
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