//----------------------------------------------------------------------- void CollisionModelManager::_checkMemoryUsage(void) { while (!_isEmpty() && mMemoryUsage > mCacheLimit) { CacheItem* item = _back(); mMemoryUsage -= item->getMemoryUsage(); _unlink(item); } }
//------------------------------------------------------------------------------ void Player::update(Input& input,Grid<Uint8>& symbol,Font& font, Audio* audio) { if(input.key(_slash_key)) { _turned = _slash(symbol,font); if (!_turned) { _buffer = _slash_key; } } else if(input.key(_back_key)) { _turned = _back(symbol,font); if (!_turned) { _buffer = _back_key; } } else if (!_turned && _buffer != Input::CHEAT) { if (_buffer == _slash_key) { _turned = _slash(symbol,font); } else { _turned = _back(symbol,font); } if (_turned) _buffer = Input::CHEAT; } _turn(symbol,font,audio); if (_trail.update()) { _refresh = true; } }
const asset_object& back() { return _back(db); }