Jeck - Cache is using map<> again. The implementation is cleaner and seems a little faster.
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@@ -21,7 +21,6 @@ public:
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virtual unsigned long size()=0; //Size of cached item in bytes.
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virtual bool isGood()=0; //Return true if this has data.
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virtual bool isLocked(); //Is the resource locked?
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virtual bool isTrash(); //Is the resource locked?
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virtual void lock(); //Lock it.
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virtual void unlock(bool force = false); //Unlock it. Forcing a lock will also remove "permanent" status.
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@@ -30,7 +29,6 @@ public:
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void hit(); //Update resource's last used time.
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protected:
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string id; //Our lookup value.
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int loadedMode; //What submode settings were we loaded with? (For refresh)
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unsigned int lastTime; //When was the last time we were hit?
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unsigned char locks; //Remember to unlock when we're done using locked stuff, or else this'll be useless.
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@@ -112,7 +110,7 @@ public:
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bool compare(hgeParticleSystemInfo * p) {return (p == particles);};
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hgeParticleSystemInfo * Actual();
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protected:
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protected:
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hgeParticleSystemInfo * particles;
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};
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