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Game refactor [4/X]: keycache is now owned by InputHandler
* Make InputHandler own the key cache * Add a helper function InputHandler::cancelPressed to avoid multiple similar calls in game.cpp * Move RandomInputHandler::step definition into cpp file
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@@ -30,22 +30,25 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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class ProfilerGraph
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{
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private:
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struct Piece {
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struct Piece
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{
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Piece(Profiler::GraphValues v) : values(std::move(v)) {}
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Profiler::GraphValues values;
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};
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struct Meta {
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struct Meta
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{
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float min;
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float max;
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video::SColor color;
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Meta(float initial = 0,
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video::SColor color = video::SColor(255, 255, 255, 255)):
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min(initial),
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max(initial),
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color(color)
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{}
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video::SColor color = video::SColor(255, 255, 255, 255)) :
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min(initial),
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max(initial), color(color)
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{
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}
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};
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std::deque<Piece> m_log;
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public:
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u32 m_log_max_size = 200;
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@@ -54,5 +57,5 @@ public:
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void put(const Profiler::GraphValues &values);
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void draw(s32 x_left, s32 y_bottom, video::IVideoDriver *driver,
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gui::IGUIFont *font) const;
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gui::IGUIFont *font) const;
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};
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