Rename LoopDestroyed to LoopExiting
Considering the possibility of re-running an event loop via run_ondemand then it's more correct to say that the loop is about to exit without assuming it's going to be destroyed.
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15 changed files with 28 additions and 30 deletions
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@ -444,10 +444,7 @@ impl AppState {
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fn terminated_transition(&mut self) -> Box<dyn EventHandler> {
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match self.replace_state(AppStateImpl::Terminated) {
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AppStateImpl::ProcessingEvents { event_handler, .. } => event_handler,
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s => bug!(
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"`LoopDestroyed` happened while not processing events {:?}",
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s
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),
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s => bug!("`LoopExiting` happened while not processing events {:?}", s),
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}
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}
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}
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@ -785,7 +782,7 @@ pub unsafe fn terminated() {
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let mut control_flow = this.control_flow;
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drop(this);
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event_handler.handle_nonuser_event(Event::LoopDestroyed, &mut control_flow)
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event_handler.handle_nonuser_event(Event::LoopExiting, &mut control_flow)
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}
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fn handle_event_proxy(
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@ -48,12 +48,12 @@
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//!
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//! - applicationDidBecomeActive is Resumed
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//! - applicationWillResignActive is Suspended
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//! - applicationWillTerminate is LoopDestroyed
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//! - applicationWillTerminate is LoopExiting
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//!
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//! Keep in mind that after LoopDestroyed event is received every attempt to draw with
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//! Keep in mind that after LoopExiting event is received every attempt to draw with
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//! opengl will result in segfault.
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//!
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//! Also note that app may not receive the LoopDestroyed event if suspended; it might be SIGKILL'ed.
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//! Also note that app may not receive the LoopExiting event if suspended; it might be SIGKILL'ed.
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#![cfg(ios_platform)]
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#![allow(clippy::let_unit_value)]
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