axmol/cocos2dx/textures/CCTextureCache.cpp

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/****************************************************************************
Copyright (c) 2010 cocos2d-x.org
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#include "CCTextureCache.h"
#include "CCTextureCache.h"
#include "CCTexture2D.h"
#include "ccMacros.h"
2010-07-20 14:29:18 +08:00
//#include "CCDirector.h"
//#include "Support/CCFileUtils.h"
/// @todo EAGLContext static EAGLContext *auxEAGLcontext = NULL;
using namespace std;
class CCAsyncObject : NSObject
{
public:
fpAsyncCallback m_pfnCallback;
NSObject* m_pTarget;
std::string * m_pData;
public:
CCAsyncObject();
~CCAsyncObject()
{
CCLOGINFO("cocos2d: deallocing CCAsyncObject.");
CCX_SAFE_DELETE(m_pTarget);
CCX_SAFE_DELETE(m_pData);
}
};
// implementation CCTextureCache
// TextureCache - Alloc, Init & Dealloc
static CCTextureCache *g_sharedTextureCache;
CCTextureCache * CCTextureCache::sharedTextureCache()
{
if (!g_sharedTextureCache)
g_sharedTextureCache = new CCTextureCache();
return g_sharedTextureCache;
}
CCTextureCache::CCTextureCache()
{
NSAssert(sharedTextureCache == NULL, "Attempted to allocate a second instance of a singleton.");
/** @todo NSMutableDictionary , NSLock
textures = [[NSMutableDictionary dictionaryWithCapacity: 10] retain];
dictLock = [[NSLock alloc] init];
contextLock = [[NSLock alloc] init];*/
}
CCTextureCache::~CCTextureCache()
{
CCLOG("cocos2d: deallocing CCTextureCache.");
/// @todo release
// [textures release];
// [dictLock release];
// [contextLock release];
// [auxEAGLcontext release];
// auxEAGLcontext = nil;
// sharedTextureCache = nil;
// [super dealloc];
}
void CCTextureCache::purgeSharedTextureCache()
{
CCX_SAFE_RELEASE(g_sharedTextureCache);
}
std::string CCTextureCache::description()
{
/** @todo CCMutableDictionary
return [NSString stringWithFormat:@"<%@ = %08X | num of textures = %i>", [self class], self, [textures count]];
char des[100];
sprintf_s(des, 100, "<CCTextureCache | num of textures = %d>", m_pTextures->count());
string ret(des);
return ret;*/
return NULL;
}
// TextureCache - Add Images
void CCTextureCache::addImageWithAsyncObject(CCAsyncObject* async)
{
/** @todo
NSAutoreleasePool *autoreleasepool = [[NSAutoreleasePool alloc] init];
// textures will be created on the main OpenGL context
// it seems that in SDK 2.2.x there can't be 2 threads creating textures at the same time
// the lock is used for this purpose: issue #472
[contextLock lock];
if( auxEAGLcontext == nil ) {
auxEAGLcontext = [[EAGLContext alloc]
initWithAPI:kEAGLRenderingAPIOpenGLES1
sharegroup:[[[[CCDirector sharedDirector] openGLView] context] sharegroup]];
if( ! auxEAGLcontext )
CCLOG(@"cocos2d: TextureCache: Could not create EAGL context");
}
if( [EAGLContext setCurrentContext:auxEAGLcontext] ) {
// load / create the texture
CCTexture2D *tex = [self addImage:async.data];
// The callback will be executed on the main thread
[async.target performSelectorOnMainThread:async.selector withObject:tex waitUntilDone:NO];
[EAGLContext setCurrentContext:nil];
} else {
CCLOG(@"cocos2d: TetureCache: EAGLContext error");
}
[contextLock unlock];
[autoreleasepool release];*/
}
/** @todo
-(void) addImageAsync: (string & ) filename target:(id)target selector:(SEL)selector
{
NSAssert(filename != nil, @"TextureCache: fileimage MUST not be nill");
// optimization
CCTexture2D * tex;
if( (tex=[textures objectForKey: filename] ) ) {
[target performSelector:selector withObject:tex];
return;
}
// schedule the load
CCAsyncObject *asyncObject = [[CCAsyncObject alloc] init];
asyncObject.selector = selector;
asyncObject.target = target;
asyncObject.data = filename;
[NSThread detachNewThreadSelector:@selector(addImageWithAsyncObject:) toTarget:self withObject:asyncObject];
[asyncObject release];
}*/
CCTexture2D * CCTextureCache::addImage(string & path)
{
NSAssert(!path.empty(), "TextureCache: fileimage MUST not be nill");
CCTexture2D * tex = NULL;
// MUTEX:
// Needed since addImageAsync calls this method from a different thread
/** todo
[dictLock lock];
tex=[textures objectForKey: path];
if( ! tex ) {
// Split up directory and filename
string & fullpath = [CCFileUtils fullPathFromRelativePath: path ];
// all images are handled by UIImage except PVR extension that is handled by our own handler
if ( [[path lowercaseString] hasSuffix:@".pvr"] )
tex = [self addPVRTCImage:fullpath];
else {
// prevents overloading the autorelease pool
UIImage *image = [ [UIImage alloc] initWithContentsOfFile: fullpath ];
tex = [ [CCTexture2D alloc] initWithImage: image ];
[image release];
if( tex )
[textures setObject: tex forKey:path];
else
CCLOG(@"cocos2d: Couldn't add image:%@ in CCTextureCache", path);
[tex release];
}
}
[dictLock unlock];
*/
return tex;
}
CCTexture2D* CCTextureCache::addPVRTCImage(string & path, int bpp, bool hasAlpha, int width)
{
NSAssert(!path.empty(), "TextureCache: fileimage MUST not be nill");
NSAssert( bpp==2 || bpp==4, "TextureCache: bpp must be either 2 or 4");
CCTexture2D * tex;
/** @todo
if( (tex=[textures objectForKey: path] ) ) {
return tex;
}
// Split up directory and filename
string & fullpath = [CCFileUtils fullPathFromRelativePath:path];
NSData *nsdata = [[NSData alloc] initWithContentsOfFile:fullpath];
tex = [[CCTexture2D alloc] initWithPVRTCData:[nsdata bytes] level:0 bpp:bpp hasAlpha:alpha length:w];
if( tex )
[textures setObject: tex forKey:path];
else
CCLOG(@"cocos2d: Couldn't add PVRTCImage:%@ in CCTextureCache",path);
[nsdata release];
*/
tex->autorelease();
return tex;
}
CCTexture2D * CCTextureCache::addPVRTCImage(string & fileimage)
{
NSAssert(!fileimage.empty(), "TextureCache: fileimage MUST not be nill");
CCTexture2D * tex;
/** @todo
if( (tex=[textures objectForKey: fileimage] ) ) {
return tex;
}
tex = [[CCTexture2D alloc] initWithPVRTCFile: fileimage];
if( tex )
[textures setObject: tex forKey:fileimage];
else
CCLOG(@"cocos2d: Couldn't add PVRTCImage:%@ in CCTextureCache",fileimage);
*/
tex->autorelease();
return tex;
}
/** @todo
-(CCTexture2D*) addCGImage: (CGImageRef) imageref forKey: (string & )key
{
NSAssert(imageref != nil, @"TextureCache: image MUST not be nill");
CCTexture2D * tex = nil;
// If key is nil, then create a new texture each time
if( key && (tex=[textures objectForKey: key] ) ) {
return tex;
}
// prevents overloading the autorelease pool
UIImage *image = [[UIImage alloc] initWithCGImage:imageref];
tex = [[CCTexture2D alloc] initWithImage: image];
[image release];
if(tex && key)
[textures setObject: tex forKey:key];
else
CCLOG(@"cocos2d: Couldn't add CGImage in CCTextureCache");
return [tex autorelease];
}*/
// TextureCache - Remove
void CCTextureCache::removeAllTextures()
{
/// @todo [textures removeAllObjects];
}
void CCTextureCache::removeUnusedTextures()
{
/** @todo
NSArray *keys = [textures allKeys];
for( id key in keys ) {
id value = [textures objectForKey:key];
if( [value retainCount] == 1 ) {
CCLOG(@"cocos2d: CCTextureCache: removing unused texture: %@", key);
[textures removeObjectForKey:key];
}
}*/
}
void CCTextureCache::removeTexture(CCTexture2D* tex)
{
/** @todo
if( ! tex )
return;
NSArray *keys = [textures allKeysForObject:tex];
for( NSUInteger i = 0; i < [keys count]; i++ )
[textures removeObjectForKey:[keys objectAtIndex:i]];*/
}
void CCTextureCache::removeTextureForKey(string & textureKeyName)
{
if( textureKeyName.empty() )
return;
/// @todo [textures removeObjectForKey:textureKeyName];
}