Removed dead code from Display
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f18b5baa09
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@ -390,60 +390,8 @@ public final class Display {
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}
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}
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}
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}
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/**
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* Synchronize the display to a capped frame rate. Note that we are being "smart" about the
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* desired results in our implementation; we automatically subtract 1 from the desired framerate
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* to prevent just missing the frame time if vsync is set.
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* @param fps The desired frame rate, in frames per second
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*/
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/* public static void sync3(int fps) {
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long savedTimeThen;
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long timeNow;
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synchronized (GlobalLock.lock) {
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timeNow = Sys.getTime();
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savedTimeThen = timeThen;
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timeThen = timeNow;
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}
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float frameTime = 1.0f / (fps > 1 ? fps - 1 : 1);
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while (timeNow > savedTimeThen && (float) (timeNow - savedTimeThen) / (float) Sys.getTimerResolution() < frameTime) {
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// This is a system-friendly way of allowing other stuff to use CPU if it wants to
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Thread.yield();
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timeNow = Sys.getTime();
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}
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}
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*/
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private static long timeLate;
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private static long timeLate;
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/**
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* Alternative sync method which works better on triple-buffered GL displays.
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*
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* @param fps The desired frame rate, in frames per second
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*/
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/* public static void sync2(int fps) {
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long timeNow;
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long gapTo;
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long savedTimeLate;
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synchronized (GlobalLock.lock) {
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gapTo = Sys.getTimerResolution() / fps + timeThen;
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timeNow = Sys.getTime();
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savedTimeLate = timeLate;
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}
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while (gapTo > timeNow + savedTimeLate) {
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Thread.yield();
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timeNow = Sys.getTime();
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}
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synchronized (GlobalLock.lock) {
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if (gapTo < timeNow)
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timeLate = timeNow - gapTo;
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else
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timeLate = 0;
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timeThen = timeNow;
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}
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}
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*/
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/**
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/**
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* Best sync method that works reliably.
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* Best sync method that works reliably.
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*
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*
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@ -477,21 +425,6 @@ public final class Display {
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}
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}
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}
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}
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/**
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* @return the X coordinate of the window (always 0 for fullscreen)
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*/
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/*public static int getX() {
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return (fullscreen) ? 0 : x;
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}*/
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/**
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* @return the Y coordinate of the window (always 0 for fullscreen)
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*/
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/*public static int getY() {
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return (fullscreen) ? 0 : y;
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}*/
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/**
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/**
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* @return the title of the window
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* @return the title of the window
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*/
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*/
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