2013-10-12 15:25:45 +08:00
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/****************************************************************************
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2014-01-07 11:47:11 +08:00
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2013-2014 Chukong Technologies Inc.
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2013-10-12 15:25:45 +08:00
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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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#ifndef __AUTORELEASEPOOL_H__
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#define __AUTORELEASEPOOL_H__
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2014-01-20 17:08:22 +08:00
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#include <stack>
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2014-01-22 11:40:07 +08:00
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#include <vector>
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2014-01-21 17:47:59 +08:00
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#include <string>
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2014-04-27 01:11:22 +08:00
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#include "base/CCRef.h"
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2013-10-12 15:25:45 +08:00
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NS_CC_BEGIN
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/**
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* @addtogroup base_nodes
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* @{
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*/
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2014-01-20 17:08:22 +08:00
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class CC_DLL AutoreleasePool
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{
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public:
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/**
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* @warn Don't create an auto release pool in heap, create it in stack.
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* @js NA
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* @lua NA
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*/
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AutoreleasePool();
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/**
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* Create an autorelease pool with specific name. This name is useful for debugging.
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*/
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AutoreleasePool(const std::string &name);
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2013-10-12 15:25:45 +08:00
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/**
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* @js NA
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* @lua NA
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*/
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~AutoreleasePool();
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/**
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* Add a given object to this pool.
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*
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* The same object may be added several times to the same pool; When the
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* pool is destructed, the object's Ref::release() method will be called
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* for each time it was added.
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*
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* @param object The object to add to the pool.
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* @js NA
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* @lua NA
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*/
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void addObject(Ref *object);
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/**
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* Clear the autorelease pool.
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*
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* Ref::release() will be called for each time the managed object is
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* added to the pool.
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* @js NA
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* @lua NA
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*/
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void clear();
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2014-01-24 17:51:36 +08:00
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#if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0)
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/**
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* Whether the pool is doing `clear` operation.
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*/
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bool isClearing() const { return _isClearing; };
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#endif
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/**
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* Checks whether the pool contains the specified object.
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*/
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bool contains(Ref* object) const;
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/**
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* Dump the objects that are put into autorelease pool. It is used for debugging.
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*
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* The result will look like:
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* Object pointer address object id reference count
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*
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*/
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void dump();
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private:
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/**
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* The underlying array of object managed by the pool.
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*
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* Although Array retains the object once when an object is added, proper
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* Ref::release() is called outside the array to make sure that the pool
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* does not affect the managed object's reference count. So an object can
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* be destructed properly by calling Ref::release() even if the object
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* is in the pool.
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*/
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std::vector<Ref*> _managedObjectArray;
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std::string _name;
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2014-01-24 17:51:36 +08:00
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#if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0)
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/**
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* The flag for checking whether the pool is doing `clear` operation.
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*/
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bool _isClearing;
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#endif
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2013-10-12 15:25:45 +08:00
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};
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class CC_DLL PoolManager
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{
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public:
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/**
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* @js NA
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* @lua NA
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*/
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CC_DEPRECATED_ATTRIBUTE static PoolManager* sharedPoolManager() { return getInstance(); }
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static PoolManager* getInstance();
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2013-10-12 15:25:45 +08:00
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/**
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* @js NA
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* @lua NA
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*/
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CC_DEPRECATED_ATTRIBUTE static void purgePoolManager() { destroyInstance(); }
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static void destroyInstance();
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2013-10-12 15:25:45 +08:00
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/**
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* Get current auto release pool, there is at least one auto release pool that created by engine.
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* You can create your own auto release pool at demand, which will be put into auto releae pool stack.
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*/
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AutoreleasePool *getCurrentPool() const;
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2014-02-20 10:53:49 +08:00
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bool isObjectInPools(Ref* obj) const;
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2013-10-12 15:25:45 +08:00
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/**
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* @js NA
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* @lua NA
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*/
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friend class AutoreleasePool;
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2014-01-20 17:08:22 +08:00
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private:
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PoolManager();
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~PoolManager();
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void push(AutoreleasePool *pool);
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void pop();
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static PoolManager* s_singleInstance;
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2014-06-03 19:09:48 +08:00
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std::vector<AutoreleasePool*> _releasePoolStack;
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2013-10-12 15:25:45 +08:00
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};
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// end of base_nodes group
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/// @}
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NS_CC_END
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#endif //__AUTORELEASEPOOL_H__
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