2012-04-19 14:35:52 +08:00
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/****************************************************************************
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Copyright (c) 2008-2010 Ricardo Quesada
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Copyright (c) 2009 Jason Booth
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Copyright (c) 2009 Robert J Payne
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2014-01-07 11:25:07 +08:00
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Copyright (c) 2010-2012 cocos2d-x.org
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2012-04-19 14:35:52 +08:00
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Copyright (c) 2011 Zynga Inc.
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2018-01-29 16:25:32 +08:00
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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2012-04-19 14:35:52 +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 __SPRITE_CCSPRITE_FRAME_CACHE_H__
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#define __SPRITE_CCSPRITE_FRAME_CACHE_H__
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2014-08-28 17:03:29 +08:00
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#include <set>
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2018-10-16 17:06:21 +08:00
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#include <unordered_map>
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2014-08-28 17:03:29 +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 "2d/CCSpriteFrame.h"
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#include "base/CCRef.h"
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2014-04-27 01:35:57 +08:00
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#include "base/CCValue.h"
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#include "base/CCMap.h"
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2014-02-20 10:53:49 +08:00
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2012-04-19 14:35:52 +08:00
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NS_CC_BEGIN
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2013-06-20 14:13:12 +08:00
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class Sprite;
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2014-08-28 17:03:29 +08:00
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class Texture2D;
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2015-09-29 21:42:04 +08:00
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class PolygonInfo;
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2012-04-19 14:35:52 +08:00
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2012-06-20 18:09:11 +08:00
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/**
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2015-03-24 10:34:41 +08:00
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* @addtogroup _2d
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2012-06-20 18:09:11 +08:00
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* @{
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*/
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2015-03-18 20:40:29 +08:00
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/** @class SpriteFrameCache
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* @brief Singleton that handles the loading of the sprite frames.
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2015-10-01 16:36:18 +08:00
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The SpriteFrameCache loads SpriteFrames from a .plist file.
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A SpriteFrame contains information about how to use a sprite
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located in a sprite sheet.
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The .plist file contains the following elements:
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- `frames`:
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Dictionary of sprites. Key is the sprite's name, value a dict containing the sprite frame data.
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A sprite frame consists of the following values:
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- `spriteOffset`: difference vector between the original sprite's center and the center of the trimmed sprite
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- `spriteSize`: size of the trimmed sprite
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- `spriteSourceSize`: size of the original sprite
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- `textureRect`: the position of the sprite in the sprite sheet
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- `textureRotated`: true if the sprite is rotated clockwise
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2015-12-15 17:56:10 +08:00
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- `anchor`: anchor point in normalized coordinates (optional)
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2015-10-01 16:36:18 +08:00
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Optional values when using polygon outlines
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- `triangles`: 3 indices per triangle, pointing to vertices and verticesUV coordinates
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- `vertices`: vertices in sprite coordinates, each vertex consists of a pair of x and y coordinates
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- `verticesUV`: vertices in the sprite sheet, each vertex consists of a pair of x and y coordinates
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- `metadata`:
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Dictionary containing additional information about the sprite sheet:
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- `format`: plist file format, currently 3
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- `size`: size of the texture (optional)
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- `textureFileName`: name of the texture's image file
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Use one of the following tools to create the .plist file and sprite sheet:
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- [TexturePacker](https://www.codeandweb.com/texturepacker/cocos2d)
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- [Zwoptex](https://zwopple.com/zwoptex/)
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2010-07-22 09:39:15 +08:00
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@since v0.9
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2015-03-18 22:24:03 +08:00
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@js cc.spriteFrameCache
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2012-04-19 14:35:52 +08:00
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*/
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2014-02-20 10:53:49 +08:00
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class CC_DLL SpriteFrameCache : public Ref
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2012-04-19 14:35:52 +08:00
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{
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2018-10-16 17:06:21 +08:00
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protected:
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/**
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* used to wrap plist & frame names & SpriteFrames
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*/
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class PlistFramesCache {
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public:
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PlistFramesCache() { }
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void init() {
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_spriteFrames.reserve(20); clear();
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}
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/** Record SpriteFrame with plist and frame name, add frame name
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* and plist to index
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*/
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void insertFrame(const std::string &plist, const std::string &frame, SpriteFrame *frameObj);
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/** Delete frame from cache, rebuild index
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*/
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bool eraseFrame(const std::string &frame);
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/** Delete a list of frames from cache, rebuild index
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*/
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bool eraseFrames(const std::vector<std::string> &frame);
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/** Delete frame from index and SpriteFrame is kept.
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*/
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bool erasePlistIndex(const std::string &frame);
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/** Clear index and all SpriteFrames.
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*/
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void clear();
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inline bool hasFrame(const std::string &frame) const;
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metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
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inline bool isPlistUsed(const std::string &plist) const;
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2018-10-16 17:06:21 +08:00
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inline SpriteFrame *at(const std::string &frame);
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inline Map<std::string, SpriteFrame*>& getSpriteFrames();
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metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
|
|
|
void markPlistFull(const std::string &plist, bool full) { _isPlistFull[plist] = full; }
|
|
|
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bool isPlistFull(const std::string &plist) const
|
|
|
|
{
|
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auto it = _isPlistFull.find(plist);
|
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|
return it == _isPlistFull.end() ? false : it->second;
|
|
|
|
}
|
2018-10-16 17:06:21 +08:00
|
|
|
private:
|
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Map<std::string, SpriteFrame*> _spriteFrames;
|
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std::unordered_map<std::string, std::set<std::string>> _indexPlist2Frames;
|
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|
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std::unordered_map<std::string, std::string> _indexFrame2plist;
|
metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
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|
std::unordered_map<std::string, bool> _isPlistFull;
|
2018-10-16 17:06:21 +08:00
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};
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2013-07-18 07:56:19 +08:00
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public:
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2015-03-18 20:40:29 +08:00
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/** Returns the shared instance of the Sprite Frame cache.
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*
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* @return The instance of the Sprite Frame Cache.
|
2015-03-19 21:44:44 +08:00
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* @js NA
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2015-03-18 20:40:29 +08:00
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*/
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2014-05-30 15:13:59 +08:00
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static SpriteFrameCache* getInstance();
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2013-07-18 07:56:19 +08:00
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2015-03-18 20:40:29 +08:00
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/** Destroys the cache. It releases all the Sprite Frames and the retained instance.
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2015-03-18 22:24:03 +08:00
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* @js NA
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2015-03-18 20:40:29 +08:00
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*/
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2013-07-18 07:56:19 +08:00
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static void destroyInstance();
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2015-03-18 20:40:29 +08:00
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/** Destructor.
|
2013-09-13 13:52:42 +08:00
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* @js NA
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* @lua NA
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*/
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2013-07-18 07:56:19 +08:00
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virtual ~SpriteFrameCache();
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2015-03-18 20:40:29 +08:00
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/** Initialize method.
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*
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* @return if success return true.
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*/
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2014-05-30 15:13:59 +08:00
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bool init();
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2012-04-19 14:35:52 +08:00
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/** Adds multiple Sprite Frames from a plist file.
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2015-03-18 20:40:29 +08:00
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* A texture will be loaded automatically. The texture name will composed by replacing the .plist suffix with .png.
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2013-11-06 11:02:03 +08:00
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* If you want to use another texture, you should use the addSpriteFramesWithFile(const std::string& plist, const std::string& textureFileName) method.
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2013-09-13 11:41:20 +08:00
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* @js addSpriteFrames
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* @lua addSpriteFrames
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2015-03-18 20:40:29 +08:00
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*
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* @param plist Plist file name.
|
2012-04-19 14:35:52 +08:00
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*/
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2013-11-06 11:02:03 +08:00
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void addSpriteFramesWithFile(const std::string& plist);
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2012-04-19 14:35:52 +08:00
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/** Adds multiple Sprite Frames from a plist file. The texture will be associated with the created sprite frames.
|
2013-09-13 11:41:20 +08:00
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@since v0.99.5
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* @js addSpriteFrames
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* @lua addSpriteFrames
|
2015-03-18 20:40:29 +08:00
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*
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* @param plist Plist file name.
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* @param textureFileName Texture file name.
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2013-09-13 11:41:20 +08:00
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*/
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2013-11-06 11:02:03 +08:00
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void addSpriteFramesWithFile(const std::string& plist, const std::string& textureFileName);
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2012-04-19 14:35:52 +08:00
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2013-09-13 11:41:20 +08:00
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/** Adds multiple Sprite Frames from a plist file. The texture will be associated with the created sprite frames.
|
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* @js addSpriteFrames
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* @lua addSpriteFrames
|
2015-03-18 20:40:29 +08:00
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*
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* @param plist Plist file name.
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* @param texture Texture pointer.
|
2013-09-13 11:41:20 +08:00
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*/
|
2013-11-06 11:02:03 +08:00
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void addSpriteFramesWithFile(const std::string&plist, Texture2D *texture);
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2012-04-19 14:35:52 +08:00
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|
2014-07-29 16:58:33 +08:00
|
|
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/** Adds multiple Sprite Frames from a plist file content. The texture will be associated with the created sprite frames.
|
2015-03-18 22:24:03 +08:00
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* @js NA
|
2014-07-29 16:58:33 +08:00
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* @lua addSpriteFrames
|
2015-03-18 20:40:29 +08:00
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*
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* @param plist_content Plist file content string.
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* @param texture Texture pointer.
|
2014-07-29 16:58:33 +08:00
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*/
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void addSpriteFramesWithFileContent(const std::string& plist_content, Texture2D *texture);
|
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2012-04-19 14:35:52 +08:00
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/** Adds an sprite frame with a given name.
|
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If the name already exists, then the contents of the old name will be replaced with the new one.
|
2015-03-18 20:40:29 +08:00
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*
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* @param frame A certain sprite frame.
|
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* @param frameName The name of the sprite frame.
|
2012-04-19 14:35:52 +08:00
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*/
|
2013-11-06 11:02:03 +08:00
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void addSpriteFrame(SpriteFrame *frame, const std::string& frameName);
|
2012-04-19 14:35:52 +08:00
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|
2015-04-23 16:50:28 +08:00
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/** Check if multiple Sprite Frames from a plist file have been loaded.
|
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* @js NA
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* @lua NA
|
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*
|
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|
* @param plist Plist file name.
|
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* @return True if the file is loaded.
|
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*/
|
2015-04-24 11:40:15 +08:00
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|
bool isSpriteFramesWithFileLoaded(const std::string& plist) const;
|
2015-04-23 16:50:28 +08:00
|
|
|
|
2012-04-19 14:35:52 +08:00
|
|
|
/** Purges the dictionary of loaded sprite frames.
|
|
|
|
* Call this method if you receive the "Memory Warning".
|
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|
|
* In the short term: it will free some resources preventing your app from being killed.
|
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|
|
* In the medium term: it will allocate more resources.
|
|
|
|
* In the long term: it will be the same.
|
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|
|
*/
|
2013-12-03 16:20:41 +08:00
|
|
|
void removeSpriteFrames();
|
2012-04-19 14:35:52 +08:00
|
|
|
|
|
|
|
/** Removes unused sprite frames.
|
|
|
|
* Sprite Frames that have a retain count of 1 will be deleted.
|
|
|
|
* It is convenient to call this method after when starting a new Scene.
|
2015-03-18 22:24:03 +08:00
|
|
|
* @js NA
|
2012-04-19 14:35:52 +08:00
|
|
|
*/
|
2013-12-03 16:20:41 +08:00
|
|
|
void removeUnusedSpriteFrames();
|
2012-04-19 14:35:52 +08:00
|
|
|
|
2015-03-18 20:40:29 +08:00
|
|
|
/** Deletes an sprite frame from the sprite frame cache.
|
|
|
|
*
|
|
|
|
* @param name The name of the sprite frame that needs to removed.
|
|
|
|
*/
|
2013-11-06 11:02:03 +08:00
|
|
|
void removeSpriteFrameByName(const std::string& name);
|
2012-04-19 14:35:52 +08:00
|
|
|
|
|
|
|
/** Removes multiple Sprite Frames from a plist file.
|
|
|
|
* Sprite Frames stored in this file will be removed.
|
2012-09-17 15:02:24 +08:00
|
|
|
* It is convenient to call this method when a specific texture needs to be removed.
|
2012-04-19 14:35:52 +08:00
|
|
|
* @since v0.99.5
|
2015-03-18 20:40:29 +08:00
|
|
|
*
|
|
|
|
* @param plist The name of the plist that needs to removed.
|
2012-04-19 14:35:52 +08:00
|
|
|
*/
|
2013-11-06 11:02:03 +08:00
|
|
|
void removeSpriteFramesFromFile(const std::string& plist);
|
2012-04-19 14:35:52 +08:00
|
|
|
|
2014-07-29 16:58:33 +08:00
|
|
|
/** Removes multiple Sprite Frames from a plist file content.
|
|
|
|
* Sprite Frames stored in this file will be removed.
|
|
|
|
* It is convenient to call this method when a specific texture needs to be removed.
|
2015-03-18 20:40:29 +08:00
|
|
|
*
|
|
|
|
* @param plist_content The string of the plist content that needs to removed.
|
2015-03-18 22:24:03 +08:00
|
|
|
* @js NA
|
2014-07-29 16:58:33 +08:00
|
|
|
*/
|
|
|
|
void removeSpriteFramesFromFileContent(const std::string& plist_content);
|
|
|
|
|
2012-04-19 14:35:52 +08:00
|
|
|
/** Removes all Sprite Frames associated with the specified textures.
|
2013-07-18 07:56:19 +08:00
|
|
|
* It is convenient to call this method when a specific texture needs to be removed.
|
|
|
|
* @since v0.995.
|
2015-03-18 20:40:29 +08:00
|
|
|
*
|
|
|
|
* @param texture The texture that needs to removed.
|
2013-07-18 07:56:19 +08:00
|
|
|
*/
|
2013-06-20 14:13:12 +08:00
|
|
|
void removeSpriteFramesFromTexture(Texture2D* texture);
|
2012-04-19 14:35:52 +08:00
|
|
|
|
|
|
|
/** Returns an Sprite Frame that was previously added.
|
|
|
|
If the name is not found it will return nil.
|
|
|
|
You should retain the returned copy if you are going to use it.
|
2013-09-13 11:41:20 +08:00
|
|
|
* @js getSpriteFrame
|
|
|
|
* @lua getSpriteFrame
|
2015-03-18 20:40:29 +08:00
|
|
|
*
|
|
|
|
* @param name A certain sprite frame name.
|
|
|
|
* @return The sprite frame.
|
2012-04-19 14:35:52 +08:00
|
|
|
*/
|
2013-11-06 11:02:03 +08:00
|
|
|
SpriteFrame* getSpriteFrameByName(const std::string& name);
|
2012-04-19 14:35:52 +08:00
|
|
|
|
2015-11-12 09:49:49 +08:00
|
|
|
bool reloadTexture(const std::string& plist);
|
|
|
|
|
2014-11-26 09:53:52 +08:00
|
|
|
protected:
|
|
|
|
// MARMALADE: Made this protected not private, as deriving from this class is pretty useful
|
|
|
|
SpriteFrameCache(){}
|
|
|
|
|
2013-07-18 07:56:19 +08:00
|
|
|
/*Adds multiple Sprite Frames with a dictionary. The texture will be associated with the created sprite frames.
|
|
|
|
*/
|
2018-10-16 17:06:21 +08:00
|
|
|
void addSpriteFramesWithDictionary(ValueMap& dictionary, Texture2D *texture, const std::string &plist);
|
2016-02-11 20:47:23 +08:00
|
|
|
|
|
|
|
/*Adds multiple Sprite Frames with a dictionary. The texture will be associated with the created sprite frames.
|
|
|
|
*/
|
2018-10-16 17:06:21 +08:00
|
|
|
void addSpriteFramesWithDictionary(ValueMap& dictionary, const std::string &texturePath, const std::string &plist);
|
2016-02-11 20:47:23 +08:00
|
|
|
|
2013-07-18 07:56:19 +08:00
|
|
|
/** Removes multiple Sprite Frames from Dictionary.
|
|
|
|
* @since v0.99.5
|
|
|
|
*/
|
2013-12-04 17:46:57 +08:00
|
|
|
void removeSpriteFramesFromDictionary(ValueMap& dictionary);
|
2012-04-19 14:35:52 +08:00
|
|
|
|
2015-09-29 21:42:04 +08:00
|
|
|
/** Configures PolygonInfo class with the passed sizes + triangles */
|
|
|
|
void initializePolygonInfo(const Size &textureSize,
|
|
|
|
const Size &spriteSize,
|
|
|
|
const std::vector<int> &vertices,
|
|
|
|
const std::vector<int> &verticesUV,
|
|
|
|
const std::vector<int> &triangleIndices,
|
|
|
|
PolygonInfo &polygonInfo);
|
2014-11-26 09:53:52 +08:00
|
|
|
|
2018-10-16 17:06:21 +08:00
|
|
|
void reloadSpriteFramesWithDictionary(ValueMap& dictionary, Texture2D *texture, const std::string &plist);
|
2015-11-12 09:49:49 +08:00
|
|
|
|
2013-12-04 17:46:57 +08:00
|
|
|
ValueMap _spriteFramesAliases;
|
2018-10-16 17:06:21 +08:00
|
|
|
PlistFramesCache _spriteFramesCache;
|
2012-04-19 14:35:52 +08:00
|
|
|
};
|
|
|
|
|
2015-03-24 10:34:41 +08:00
|
|
|
// end of _2d group
|
2012-06-20 18:09:11 +08:00
|
|
|
/// @}
|
|
|
|
|
2012-04-19 14:35:52 +08:00
|
|
|
NS_CC_END
|
|
|
|
|
|
|
|
#endif // __SPRITE_CCSPRITE_FRAME_CACHE_H__
|