//-----------------------------------------------------------------------
 void CollisionModelManager::_checkMemoryUsage(void)
 {
     while (!_isEmpty() && mMemoryUsage > mCacheLimit)
     {
         CacheItem* item = _back();
         mMemoryUsage -= item->getMemoryUsage();
         _unlink(item);
     }
 }
示例#2
0
//------------------------------------------------------------------------------
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); }