/**************************************************************************** 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 "CCTexture2D.h" #include "ccMacros.h" //#include "CCDirector.h" //#include "Support/CCFileUtils.h" /// @todo EAGLContext static EAGLContext *auxEAGLcontext = NULL; 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."); //textures = [[NSMutableDictionary dictionaryWithCapacity: 10] retain]; m_pTextures = new NSMutableDictionary(); m_pTextures->retain(); /** @todo NSLock 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() { char des[100]; sprintf_s(des, 100, "", m_pTextures->count()); string ret(des); return ret; } // TextureCache - Add Images void CCTextureCache::addImageWithAsyncObject(CCAsyncObject* async) { /** @todo EAGLContext 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 selector*/ void CCTextureCache::addImageAsync(const std::string &filename, NSObject *target, fpAsyncCallback func) { NSAssert(!filename.empty() , "TextureCache: fileimage MUST not be nill"); // optimization CCTexture2D * tex; // // if ( (tex = m_pTextures->objectForKey(filename)) ) // { // target-> // } // // 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(const std::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 NSLock [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(const std::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 NSData 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; if( (tex = m_pTextures->objectForKey(fileimage )) ) { return tex; } tex = new CCTexture2D(); tex = tex->initWithPVRTCFile(fileimage); if( tex ) m_pTextures-> setObject( tex, fileimage); else CCLOG("cocos2d: Couldn't add PVRTCImage:%s in CCTextureCache",fileimage); tex->autorelease(); return tex; } /** @todo UIImage -(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() { m_pTextures->removeAllObjects(); } void CCTextureCache::removeUnusedTextures() { /** @todo [textures allKeys] 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(const std::string & textureKeyName) { if( textureKeyName.empty() ) return; m_pTextures->removeObjectForKey(textureKeyName); }