mirror of https://github.com/axmolengine/axmol.git
146 lines
4.9 KiB
JavaScript
146 lines
4.9 KiB
JavaScript
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/****************************************************************************
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Copyright (c) 2008-2010 Ricardo Quesada
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Copyright (c) 2011-2012 cocos2d-x.org
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Copyright (c) 2013-2014 Chukong Technologies Inc.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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/**
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* <p>
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* cc.pool is a singleton object serves as an object cache pool.<br/>
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* It can helps you to improve your game performance for objects which need frequent release and recreate operations<br/>
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* Some common use case is :
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* 1. Bullets in game (die very soon, massive creation and recreation, no side effect on other objects)
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* 2. Blocks in candy crash (massive creation and recreation)
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* etc...
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* </p>
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*
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* @example
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* var sp = new cc.Sprite("a.png");
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* this.addChild(sp);
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* cc.pool.putInPool(sp);
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*
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* cc.pool.getFromPool(cc.Sprite, "a.png");
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* @class
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* @name cc.pool
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*/
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cc.pool = /** @lends cc.pool# */{
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_pool: {},
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_releaseCB: function () {
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this.release();
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},
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_autoRelease: function (obj) {
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var running = obj._running === undefined ? false : !obj._running;
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cc.director.getScheduler().scheduleCallbackForTarget(obj, this._releaseCB, 0, 0, 0, running)
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},
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/**
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* Put the obj in pool
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* @param obj
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*/
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putInPool: function (obj) {
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var pid = obj.constructor.prototype.__pid;
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if (!pid) {
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var desc = { writable: true, enumerable: false, configurable: true };
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desc.value = ClassManager.getNewID();
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Object.defineProperty(obj.constructor.prototype, '__pid', desc);
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}
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if (!this._pool[pid]) {
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this._pool[pid] = [];
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}
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// JSB retain to avoid being auto released
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obj.retain && obj.retain();
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// User implementation for disable the object
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obj.unuse && obj.unuse();
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this._pool[pid].push(obj);
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},
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/**
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* Check if this kind of obj has already in pool
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* @param objClass
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* @returns {boolean} if this kind of obj is already in pool return true,else return false;
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*/
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hasObject: function (objClass) {
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var pid = objClass.prototype.__pid;
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var list = this._pool[pid];
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if (!list || list.length == 0) {
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return false;
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}
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return true;
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},
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/**
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* Remove the obj if you want to delete it;
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* @param obj
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*/
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removeObject: function (obj) {
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var pid = obj.constructor.prototype.__pid;
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if (pid) {
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var list = this._pool[pid];
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if (list) {
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for (var i = 0; i < list.length; i++) {
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if (obj === list[i]) {
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// JSB release to avoid memory leak
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obj.release && obj.release();
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list.splice(i, 1);
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}
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}
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}
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}
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},
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/**
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* Get the obj from pool
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* @param args
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* @returns {*} call the reuse function an return the obj
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*/
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getFromPool: function (objClass/*,args*/) {
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if (this.hasObject(objClass)) {
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var pid = objClass.prototype.__pid;
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var list = this._pool[pid];
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var args = Array.prototype.slice.call(arguments);
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args.shift();
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var obj = list.pop();
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// User implementation for re-enable the object
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obj.reuse && obj.reuse.apply(obj, args);
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// JSB release to avoid memory leak
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cc.sys.isNative && obj.release && this._autoRelease(obj);
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return obj;
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}
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},
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/**
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* remove all objs in pool and reset the pool
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*/
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drainAllPools: function () {
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for (var i in this._pool) {
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for (var j = 0; j < this._pool[i].length; j++) {
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var obj = this._pool[i][j];
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// JSB release to avoid memory leak
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obj.release && obj.release();
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}
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}
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this._pool = {};
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}
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};
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