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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755c533b08
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15 changed files with 28 additions and 30 deletions
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@ -341,7 +341,7 @@ impl<T: 'static> EventLoop<T> {
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};
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// We wait until we've checked for an exit status before clearing the
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// application callback, in case we need to dispatch a LoopDestroyed event
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// application callback, in case we need to dispatch a LoopExiting event
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//
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// # Safety
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// This pairs up with our call to `runner.set_event_handler` and ensures
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@ -251,7 +251,7 @@ impl<T> EventLoopRunner<T> {
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}
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/// Dispatch control flow events (`NewEvents`, `MainEventsCleared`, `RedrawEventsCleared`, and
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/// `LoopDestroyed`) as necessary to bring the internal `RunnerState` to the new runner state.
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/// `LoopExiting`) as necessary to bring the internal `RunnerState` to the new runner state.
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///
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/// The state transitions are defined as follows:
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///
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@ -298,7 +298,7 @@ impl<T> EventLoopRunner<T> {
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self.call_new_events(true);
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self.call_event_handler(Event::MainEventsCleared);
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self.call_redraw_events_cleared();
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self.call_event_handler(Event::LoopDestroyed);
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self.call_event_handler(Event::LoopExiting);
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}
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(_, Uninitialized) => panic!("cannot move state to Uninitialized"),
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@ -307,7 +307,7 @@ impl<T> EventLoopRunner<T> {
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self.call_new_events(false);
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}
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(Idle, Destroyed) => {
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self.call_event_handler(Event::LoopDestroyed);
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self.call_event_handler(Event::LoopExiting);
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}
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(HandlingMainEvents, Idle) => {
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@ -317,7 +317,7 @@ impl<T> EventLoopRunner<T> {
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(HandlingMainEvents, Destroyed) => {
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self.call_event_handler(Event::MainEventsCleared);
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self.call_redraw_events_cleared();
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self.call_event_handler(Event::LoopDestroyed);
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self.call_event_handler(Event::LoopExiting);
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}
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(Destroyed, _) => panic!("cannot move state from Destroyed"),
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