/**************************************************************************** Copyright (c) 2008-2010 Ricardo Quesada Copyright (c) 2010-2013 cocos2d-x.org Copyright (c) 2011 Zynga Inc. Copyright (c) 2013-2014 Chukong Technologies Inc. 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. ****************************************************************************/ // cocos2d includes #include "base/CCDirector.h" // standard includes #include #include "2d/CCDrawingPrimitives.h" #include "2d/CCScene.h" #include "2d/CCSpriteFrameCache.h" #include "platform/CCFileUtils.h" #include "platform/CCImage.h" #include "2d/CCActionManager.h" #include "2d/CCFontFNT.h" #include "2d/CCFontAtlasCache.h" #include "2d/CCAnimationCache.h" #include "2d/CCTransition.h" #include "2d/CCFontFreeType.h" #include "renderer/CCGLProgramCache.h" #include "renderer/CCGLProgramStateCache.h" #include "renderer/CCTextureCache.h" #include "renderer/ccGLStateCache.h" #include "renderer/CCRenderer.h" #include "base/CCCamera.h" #include "base/CCUserDefault.h" #include "base/ccFPSImages.h" #include "base/CCScheduler.h" #include "base/ccMacros.h" #include "base/CCEventDispatcher.h" #include "base/CCEventCustom.h" #include "base/CCConsole.h" #include "base/CCTouch.h" #include "base/CCAutoreleasePool.h" #include "base/CCProfiling.h" #include "base/CCConfiguration.h" #include "base/CCNS.h" #include "math/CCMath.h" #include "CCApplication.h" #include "CCGLViewImpl.h" /** Position of the FPS Default: 0,0 (bottom-left corner) */ #ifndef CC_DIRECTOR_STATS_POSITION #define CC_DIRECTOR_STATS_POSITION Director::getInstance()->getVisibleOrigin() #endif using namespace std; NS_CC_BEGIN // XXX it should be a Director ivar. Move it there once support for multiple directors is added // singleton stuff static DisplayLinkDirector *s_SharedDirector = nullptr; #define kDefaultFPS 60 // 60 frames per second extern const char* cocos2dVersion(void); const char *Director::EVENT_PROJECTION_CHANGED = "director_projection_changed"; const char *Director::EVENT_AFTER_DRAW = "director_after_draw"; const char *Director::EVENT_AFTER_VISIT = "director_after_visit"; const char *Director::EVENT_AFTER_UPDATE = "director_after_update"; Director* Director::getInstance() { if (!s_SharedDirector) { s_SharedDirector = new (std::nothrow) DisplayLinkDirector(); CCASSERT(s_SharedDirector, "FATAL: Not enough memory"); s_SharedDirector->init(); } return s_SharedDirector; } Director::Director() { } bool Director::init(void) { setDefaultValues(); // scenes _runningScene = nullptr; _nextScene = nullptr; _notificationNode = nullptr; _scenesStack.reserve(15); // FPS _accumDt = 0.0f; _frameRate = 0.0f; _FPSLabel = _drawnBatchesLabel = _drawnVerticesLabel = nullptr; _totalFrames = _frames = 0; _lastUpdate = new struct timeval; // paused ? _paused = false; // purge ? _purgeDirectorInNextLoop = false; _winSizeInPoints = Size::ZERO; _openGLView = nullptr; _contentScaleFactor = 1.0f; // scheduler _scheduler = new Scheduler(); // action manager _actionManager = new ActionManager(); _scheduler->scheduleUpdate(_actionManager, Scheduler::PRIORITY_SYSTEM, false); _eventDispatcher = new EventDispatcher(); _eventAfterDraw = new EventCustom(EVENT_AFTER_DRAW); _eventAfterDraw->setUserData(this); _eventAfterVisit = new EventCustom(EVENT_AFTER_VISIT); _eventAfterVisit->setUserData(this); _eventAfterUpdate = new EventCustom(EVENT_AFTER_UPDATE); _eventAfterUpdate->setUserData(this); _eventProjectionChanged = new EventCustom(EVENT_PROJECTION_CHANGED); _eventProjectionChanged->setUserData(this); //init TextureCache initTextureCache(); initMatrixStack(); _renderer = new Renderer; #if (CC_TARGET_PLATFORM != CC_PLATFORM_WINRT) _console = new Console; #endif return true; } Director::~Director(void) { CCLOGINFO("deallocing Director: %p", this); CC_SAFE_RELEASE(_FPSLabel); CC_SAFE_RELEASE(_drawnVerticesLabel); CC_SAFE_RELEASE(_drawnBatchesLabel); CC_SAFE_RELEASE(_runningScene); CC_SAFE_RELEASE(_notificationNode); CC_SAFE_RELEASE(_scheduler); CC_SAFE_RELEASE(_actionManager); delete _eventAfterUpdate; delete _eventAfterDraw; delete _eventAfterVisit; delete _eventProjectionChanged; delete _renderer; #if (CC_TARGET_PLATFORM != CC_PLATFORM_WINRT) delete _console; #endif CC_SAFE_RELEASE(_eventDispatcher); // delete _lastUpdate CC_SAFE_DELETE(_lastUpdate); Configuration::destroyInstance(); s_SharedDirector = nullptr; } void Director::setDefaultValues(void) { Configuration *conf = Configuration::getInstance(); // default FPS double fps = conf->getValue("cocos2d.x.fps", Value(kDefaultFPS)).asDouble(); _oldAnimationInterval = _animationInterval = 1.0 / fps; // Display FPS _displayStats = conf->getValue("cocos2d.x.display_fps", Value(false)).asBool(); // GL projection std::string projection = conf->getValue("cocos2d.x.gl.projection", Value("3d")).asString(); if (projection == "3d") _projection = Projection::_3D; else if (projection == "2d") _projection = Projection::_2D; else if (projection == "custom") _projection = Projection::CUSTOM; else CCASSERT(false, "Invalid projection value"); // Default pixel format for PNG images with alpha std::string pixel_format = conf->getValue("cocos2d.x.texture.pixel_format_for_png", Value("rgba8888")).asString(); if (pixel_format == "rgba8888") Texture2D::setDefaultAlphaPixelFormat(Texture2D::PixelFormat::RGBA8888); else if(pixel_format == "rgba4444") Texture2D::setDefaultAlphaPixelFormat(Texture2D::PixelFormat::RGBA4444); else if(pixel_format == "rgba5551") Texture2D::setDefaultAlphaPixelFormat(Texture2D::PixelFormat::RGB5A1); // PVR v2 has alpha premultiplied ? bool pvr_alpha_premultipled = conf->getValue("cocos2d.x.texture.pvrv2_has_alpha_premultiplied", Value(false)).asBool(); Image::setPVRImagesHavePremultipliedAlpha(pvr_alpha_premultipled); } void Director::setGLDefaultValues() { // This method SHOULD be called only after openGLView_ was initialized CCASSERT(_openGLView, "opengl view should not be null"); setAlphaBlending(true); // XXX: Fix me, should enable/disable depth test according the depth format as cocos2d-iphone did // [self setDepthTest: view_.depthFormat]; setDepthTest(false); setProjection(_projection); // set other opengl default values glClearColor(0.0f, 0.0f, 0.0f, 1.0f); } // Draw the Scene void Director::drawScene() { // calculate "global" dt calculateDeltaTime(); // skip one flame when _deltaTime equal to zero. if(_deltaTime < FLT_EPSILON) { return; } if (_openGLView) { _openGLView->pollEvents(); } //tick before glClear: issue #533 if (! _paused) { _scheduler->update(_deltaTime); _eventDispatcher->dispatchEvent(_eventAfterUpdate); } glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); /* to avoid flickr, nextScene MUST be here: after tick and before draw. XXX: Which bug is this one. It seems that it can't be reproduced with v0.9 */ if (_nextScene) { setNextScene(); } pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW); if (_runningScene) { Camera* defaultCamera = nullptr; const auto& cameras = _runningScene->_cameras; //draw with camera for (size_t i = 0; i < cameras.size(); i++) { Camera::_visitingCamera = cameras[i]; if (Camera::_visitingCamera->getCameraFlag() == CameraFlag::DEFAULT) { defaultCamera = Camera::_visitingCamera; continue; } pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION); loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION, Camera::_visitingCamera->getViewProjectionMatrix()); //visit the scene _runningScene->visit(_renderer, Mat4::IDENTITY, 0); _renderer->render(); popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION); } //draw with default camera if (defaultCamera) { Camera::_visitingCamera = defaultCamera; pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION); loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION, Camera::_visitingCamera->getViewProjectionMatrix()); //visit the scene _runningScene->visit(_renderer, Mat4::IDENTITY, 0); _renderer->render(); popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION); } Camera::_visitingCamera = nullptr; _eventDispatcher->dispatchEvent(_eventAfterVisit); } // draw the notifications node if (_notificationNode) { _notificationNode->visit(_renderer, Mat4::IDENTITY, 0); } if (_displayStats) { showStats(); } _renderer->render(); _eventDispatcher->dispatchEvent(_eventAfterDraw); popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW); _totalFrames++; // swap buffers if (_openGLView) { _openGLView->swapBuffers(); } if (_displayStats) { calculateMPF(); } } void Director::calculateDeltaTime() { struct timeval now; if (gettimeofday(&now, nullptr) != 0) { CCLOG("error in gettimeofday"); _deltaTime = 0; return; } // new delta time. Re-fixed issue #1277 if (_nextDeltaTimeZero) { _deltaTime = 0; _nextDeltaTimeZero = false; } else { _deltaTime = (now.tv_sec - _lastUpdate->tv_sec) + (now.tv_usec - _lastUpdate->tv_usec) / 1000000.0f; _deltaTime = MAX(0, _deltaTime); } #if COCOS2D_DEBUG // If we are debugging our code, prevent big delta time if (_deltaTime > 0.2f) { _deltaTime = 1 / 60.0f; } #endif *_lastUpdate = now; } float Director::getDeltaTime() const { return _deltaTime; } void Director::setOpenGLView(GLView *openGLView) { CCASSERT(openGLView, "opengl view should not be null"); if (_openGLView != openGLView) { // Configuration. Gather GPU info Configuration *conf = Configuration::getInstance(); conf->gatherGPUInfo(); CCLOG("%s\n",conf->getInfo().c_str()); if(_openGLView) _openGLView->release(); _openGLView = openGLView; _openGLView->retain(); // set size _winSizeInPoints = _openGLView->getDesignResolutionSize(); createStatsLabel(); if (_openGLView) { setGLDefaultValues(); } _renderer->initGLView(); CHECK_GL_ERROR_DEBUG(); if (_eventDispatcher) { _eventDispatcher->setEnabled(true); } } } TextureCache* Director::getTextureCache() const { return _textureCache; } void Director::initTextureCache() { #ifdef EMSCRIPTEN _textureCache = new TextureCacheEmscripten(); #else _textureCache = new TextureCache(); #endif // EMSCRIPTEN } void Director::destroyTextureCache() { if (_textureCache) { _textureCache->waitForQuit(); CC_SAFE_RELEASE_NULL(_textureCache); } } void Director::setViewport() { if (_openGLView) { _openGLView->setViewPortInPoints(0, 0, _winSizeInPoints.width, _winSizeInPoints.height); } } void Director::setNextDeltaTimeZero(bool nextDeltaTimeZero) { _nextDeltaTimeZero = nextDeltaTimeZero; } void Director::initMatrixStack() { while (!_modelViewMatrixStack.empty()) { _modelViewMatrixStack.pop(); } while (!_projectionMatrixStack.empty()) { _projectionMatrixStack.pop(); } while (!_textureMatrixStack.empty()) { _textureMatrixStack.pop(); } _modelViewMatrixStack.push(Mat4::IDENTITY); _projectionMatrixStack.push(Mat4::IDENTITY); _textureMatrixStack.push(Mat4::IDENTITY); } void Director::resetMatrixStack() { initMatrixStack(); } void Director::popMatrix(MATRIX_STACK_TYPE type) { if(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW == type) { _modelViewMatrixStack.pop(); } else if(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION == type) { _projectionMatrixStack.pop(); } else if(MATRIX_STACK_TYPE::MATRIX_STACK_TEXTURE == type) { _textureMatrixStack.pop(); } else { CCASSERT(false, "unknow matrix stack type"); } } void Director::loadIdentityMatrix(MATRIX_STACK_TYPE type) { if(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW == type) { _modelViewMatrixStack.top() = Mat4::IDENTITY; } else if(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION == type) { _projectionMatrixStack.top() = Mat4::IDENTITY; } else if(MATRIX_STACK_TYPE::MATRIX_STACK_TEXTURE == type) { _textureMatrixStack.top() = Mat4::IDENTITY; } else { CCASSERT(false, "unknow matrix stack type"); } } void Director::loadMatrix(MATRIX_STACK_TYPE type, const Mat4& mat) { if(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW == type) { _modelViewMatrixStack.top() = mat; } else if(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION == type) { _projectionMatrixStack.top() = mat; } else if(MATRIX_STACK_TYPE::MATRIX_STACK_TEXTURE == type) { _textureMatrixStack.top() = mat; } else { CCASSERT(false, "unknow matrix stack type"); } } void Director::multiplyMatrix(MATRIX_STACK_TYPE type, const Mat4& mat) { if(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW == type) { _modelViewMatrixStack.top() *= mat; } else if(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION == type) { _projectionMatrixStack.top() *= mat; } else if(MATRIX_STACK_TYPE::MATRIX_STACK_TEXTURE == type) { _textureMatrixStack.top() *= mat; } else { CCASSERT(false, "unknow matrix stack type"); } } void Director::pushMatrix(MATRIX_STACK_TYPE type) { if(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW == type) { _modelViewMatrixStack.push(_modelViewMatrixStack.top()); } else if(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION == type) { _projectionMatrixStack.push(_projectionMatrixStack.top()); } else if(MATRIX_STACK_TYPE::MATRIX_STACK_TEXTURE == type) { _textureMatrixStack.push(_textureMatrixStack.top()); } else { CCASSERT(false, "unknow matrix stack type"); } } Mat4 Director::getMatrix(MATRIX_STACK_TYPE type) { Mat4 result; if(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW == type) { result = _modelViewMatrixStack.top(); } else if(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION == type) { result = _projectionMatrixStack.top(); } else if(MATRIX_STACK_TYPE::MATRIX_STACK_TEXTURE == type) { result = _textureMatrixStack.top(); } else { CCASSERT(false, "unknow matrix stack type, will return modelview matrix instead"); result = _modelViewMatrixStack.top(); } // float diffResult(0); // for (int index = 0; index <16; ++index) // { // diffResult += abs(result2.mat[index] - result.mat[index]); // } // if(diffResult > 1e-30) // { // CCASSERT(false, "Error in director matrix stack"); // } return result; } void Director::setProjection(Projection projection) { Size size = _winSizeInPoints; setViewport(); switch (projection) { case Projection::_2D: { loadIdentityMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION); #if CC_TARGET_PLATFORM == CC_PLATFORM_WP8 if(getOpenGLView() != nullptr) { multiplyMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION, getOpenGLView()->getOrientationMatrix()); } #endif Mat4 orthoMatrix; Mat4::createOrthographicOffCenter(0, size.width, 0, size.height, -1024, 1024, &orthoMatrix); multiplyMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION, orthoMatrix); loadIdentityMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW); break; } case Projection::_3D: { float zeye = this->getZEye(); Mat4 matrixPerspective, matrixLookup; loadIdentityMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION); #if CC_TARGET_PLATFORM == CC_PLATFORM_WP8 //if needed, we need to add a rotation for Landscape orientations on Windows Phone 8 since it is always in Portrait Mode GLView* view = getOpenGLView(); if(getOpenGLView() != nullptr) { multiplyMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION, getOpenGLView()->getOrientationMatrix()); } #endif // issue #1334 Mat4::createPerspective(60, (GLfloat)size.width/size.height, 10, zeye+size.height/2, &matrixPerspective); multiplyMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION, matrixPerspective); Vec3 eye(size.width/2, size.height/2, zeye), center(size.width/2, size.height/2, 0.0f), up(0.0f, 1.0f, 0.0f); Mat4::createLookAt(eye, center, up, &matrixLookup); multiplyMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION, matrixLookup); loadIdentityMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW); break; } case Projection::CUSTOM: // Projection Delegate is no longer needed // since the event "PROJECTION CHANGED" is emitted break; default: CCLOG("cocos2d: Director: unrecognized projection"); break; } _projection = projection; GL::setProjectionMatrixDirty(); _eventDispatcher->dispatchEvent(_eventProjectionChanged); } void Director::purgeCachedData(void) { FontFNT::purgeCachedData(); FontAtlasCache::purgeCachedData(); if (s_SharedDirector->getOpenGLView()) { SpriteFrameCache::getInstance()->removeUnusedSpriteFrames(); _textureCache->removeUnusedTextures(); // Note: some tests such as ActionsTest are leaking refcounted textures // There should be no test textures left in the cache log("%s\n", _textureCache->getCachedTextureInfo().c_str()); } FileUtils::getInstance()->purgeCachedEntries(); } float Director::getZEye(void) const { return (_winSizeInPoints.height / 1.1566f); } void Director::setAlphaBlending(bool on) { if (on) { GL::blendFunc(CC_BLEND_SRC, CC_BLEND_DST); } else { GL::blendFunc(GL_ONE, GL_ZERO); } CHECK_GL_ERROR_DEBUG(); } void Director::setDepthTest(bool on) { if (on) { glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); // glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); } else { glDisable(GL_DEPTH_TEST); } CHECK_GL_ERROR_DEBUG(); } static void GLToClipTransform(Mat4 *transformOut) { if(nullptr == transformOut) return; Director* director = Director::getInstance(); CCASSERT(nullptr != director, "Director is null when seting matrix stack"); Mat4 projection; projection = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION); #if CC_TARGET_PLATFORM == CC_PLATFORM_WP8 //if needed, we need to undo the rotation for Landscape orientation in order to get the correct positions projection = Director::getInstance()->getOpenGLView()->getReverseOrientationMatrix() * projection; #endif Mat4 modelview; modelview = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW); *transformOut = projection * modelview; } Vec2 Director::convertToGL(const Vec2& uiPoint) { Mat4 transform; GLToClipTransform(&transform); Mat4 transformInv = transform.getInversed(); // Calculate z=0 using -> transform*[0, 0, 0, 1]/w float zClip = transform.m[14]/transform.m[15]; Size glSize = _openGLView->getDesignResolutionSize(); Vec4 clipCoord(2.0f*uiPoint.x/glSize.width - 1.0f, 1.0f - 2.0f*uiPoint.y/glSize.height, zClip, 1); Vec4 glCoord; //transformInv.transformPoint(clipCoord, &glCoord); transformInv.transformVector(clipCoord, &glCoord); float factor = 1.0/glCoord.w; return Vec2(glCoord.x * factor, glCoord.y * factor); } Vec2 Director::convertToUI(const Vec2& glPoint) { Mat4 transform; GLToClipTransform(&transform); Vec4 clipCoord; // Need to calculate the zero depth from the transform. Vec4 glCoord(glPoint.x, glPoint.y, 0.0, 1); transform.transformVector(glCoord, &clipCoord); /* BUG-FIX #5506 a = (Vx, Vy, Vz, 1) b = (a×M)T Out = 1 ⁄ bw(bx, by, bz) */ clipCoord.x = clipCoord.x / clipCoord.w; clipCoord.y = clipCoord.y / clipCoord.w; clipCoord.z = clipCoord.z / clipCoord.w; Size glSize = _openGLView->getDesignResolutionSize(); float factor = 1.0/glCoord.w; return Vec2(glSize.width*(clipCoord.x*0.5 + 0.5) * factor, glSize.height*(-clipCoord.y*0.5 + 0.5) * factor); } const Size& Director::getWinSize(void) const { return _winSizeInPoints; } Size Director::getWinSizeInPixels() const { return Size(_winSizeInPoints.width * _contentScaleFactor, _winSizeInPoints.height * _contentScaleFactor); } Size Director::getVisibleSize() const { if (_openGLView) { return _openGLView->getVisibleSize(); } else { return Size::ZERO; } } Vec2 Director::getVisibleOrigin() const { if (_openGLView) { return _openGLView->getVisibleOrigin(); } else { return Vec2::ZERO; } } // scene management void Director::runWithScene(Scene *scene) { CCASSERT(scene != nullptr, "This command can only be used to start the Director. There is already a scene present."); CCASSERT(_runningScene == nullptr, "_runningScene should be null"); pushScene(scene); startAnimation(); } void Director::replaceScene(Scene *scene) { //CCASSERT(_runningScene, "Use runWithScene: instead to start the director"); CCASSERT(scene != nullptr, "the scene should not be null"); if (_runningScene == nullptr) { runWithScene(scene); return; } if (scene == _nextScene) return; if (_nextScene) { if (_nextScene->isRunning()) { _nextScene->onExit(); } _nextScene->cleanup(); _nextScene = nullptr; } ssize_t index = _scenesStack.size(); _sendCleanupToScene = true; _scenesStack.replace(index - 1, scene); _nextScene = scene; } void Director::pushScene(Scene *scene) { CCASSERT(scene, "the scene should not null"); _sendCleanupToScene = false; _scenesStack.pushBack(scene); _nextScene = scene; } void Director::popScene(void) { CCASSERT(_runningScene != nullptr, "running scene should not null"); _scenesStack.popBack(); ssize_t c = _scenesStack.size(); if (c == 0) { end(); } else { _sendCleanupToScene = true; _nextScene = _scenesStack.at(c - 1); } } void Director::popToRootScene(void) { popToSceneStackLevel(1); } void Director::popToSceneStackLevel(int level) { CCASSERT(_runningScene != nullptr, "A running Scene is needed"); ssize_t c = _scenesStack.size(); // level 0? -> end if (level == 0) { end(); return; } // current level or lower -> nothing if (level >= c) return; auto fisrtOnStackScene = _scenesStack.back(); if (fisrtOnStackScene == _runningScene) { _scenesStack.popBack(); --c; } // pop stack until reaching desired level while (c > level) { auto current = _scenesStack.back(); if (current->isRunning()) { current->onExit(); } current->cleanup(); _scenesStack.popBack(); --c; } _nextScene = _scenesStack.back(); // cleanup running scene _sendCleanupToScene = true; } void Director::end() { _purgeDirectorInNextLoop = true; } void Director::purgeDirector() { // cleanup scheduler getScheduler()->unscheduleAll(); // Disable event dispatching if (_eventDispatcher) { _eventDispatcher->setEnabled(false); } if (_runningScene) { _runningScene->onExit(); _runningScene->cleanup(); _runningScene->release(); } _runningScene = nullptr; _nextScene = nullptr; // remove all objects, but don't release it. // runWithScene might be executed after 'end'. _scenesStack.clear(); stopAnimation(); CC_SAFE_RELEASE_NULL(_FPSLabel); CC_SAFE_RELEASE_NULL(_drawnBatchesLabel); CC_SAFE_RELEASE_NULL(_drawnVerticesLabel); // purge bitmap cache FontFNT::purgeCachedData(); FontFreeType::shutdownFreeType(); // purge all managed caches DrawPrimitives::free(); AnimationCache::destroyInstance(); SpriteFrameCache::destroyInstance(); GLProgramCache::destroyInstance(); GLProgramStateCache::destroyInstance(); FileUtils::destroyInstance(); // cocos2d-x specific data structures UserDefault::destroyInstance(); GL::invalidateStateCache(); destroyTextureCache(); CHECK_GL_ERROR_DEBUG(); // OpenGL view if (_openGLView) { _openGLView->end(); _openGLView = nullptr; } // delete Director release(); } void Director::setNextScene() { bool runningIsTransition = dynamic_cast(_runningScene) != nullptr; bool newIsTransition = dynamic_cast(_nextScene) != nullptr; // If it is not a transition, call onExit/cleanup if (! newIsTransition) { if (_runningScene) { _runningScene->onExitTransitionDidStart(); _runningScene->onExit(); } // issue #709. the root node (scene) should receive the cleanup message too // otherwise it might be leaked. if (_sendCleanupToScene && _runningScene) { _runningScene->cleanup(); } } if (_runningScene) { _runningScene->release(); } _runningScene = _nextScene; _nextScene->retain(); _nextScene = nullptr; if ((! runningIsTransition) && _runningScene) { _runningScene->onEnter(); _runningScene->onEnterTransitionDidFinish(); } } void Director::pause() { if (_paused) { return; } _oldAnimationInterval = _animationInterval; // when paused, don't consume CPU setAnimationInterval(1 / 4.0); _paused = true; } void Director::resume() { if (! _paused) { return; } setAnimationInterval(_oldAnimationInterval); _paused = false; _deltaTime = 0; // fix issue #3509, skip one fps to avoid incorrect time calculation. setNextDeltaTimeZero(true); } // display the FPS using a LabelAtlas // updates the FPS every frame void Director::showStats() { static unsigned long prevCalls = 0; static unsigned long prevVerts = 0; ++_frames; _accumDt += _deltaTime; if (_displayStats && _FPSLabel && _drawnBatchesLabel && _drawnVerticesLabel) { char buffer[30]; if (_accumDt > CC_DIRECTOR_STATS_INTERVAL) { _frameRate = _frames / _accumDt; _frames = 0; _accumDt = 0; sprintf(buffer, "%.1f / %.3f", _frameRate, _secondsPerFrame); _FPSLabel->setString(buffer); } auto currentCalls = (unsigned long)_renderer->getDrawnBatches(); auto currentVerts = (unsigned long)_renderer->getDrawnVertices(); if( currentCalls != prevCalls ) { sprintf(buffer, "GL calls:%6lu", currentCalls); _drawnBatchesLabel->setString(buffer); prevCalls = currentCalls; } if( currentVerts != prevVerts) { sprintf(buffer, "GL verts:%6lu", currentVerts); _drawnVerticesLabel->setString(buffer); prevVerts = currentVerts; } Mat4 identity = Mat4::IDENTITY; _drawnVerticesLabel->visit(_renderer, identity, 0); _drawnBatchesLabel->visit(_renderer, identity, 0); _FPSLabel->visit(_renderer, identity, 0); } } void Director::calculateMPF() { struct timeval now; gettimeofday(&now, nullptr); _secondsPerFrame = (now.tv_sec - _lastUpdate->tv_sec) + (now.tv_usec - _lastUpdate->tv_usec) / 1000000.0f; } // returns the FPS image data pointer and len void Director::getFPSImageData(unsigned char** datapointer, ssize_t* length) { // XXX fixed me if it should be used *datapointer = cc_fps_images_png; *length = cc_fps_images_len(); } void Director::createStatsLabel() { Texture2D *texture = nullptr; if (_FPSLabel) { CC_SAFE_RELEASE_NULL(_FPSLabel); CC_SAFE_RELEASE_NULL(_drawnBatchesLabel); CC_SAFE_RELEASE_NULL(_drawnVerticesLabel); _textureCache->removeTextureForKey("/cc_fps_images"); FileUtils::getInstance()->purgeCachedEntries(); } Texture2D::PixelFormat currentFormat = Texture2D::getDefaultAlphaPixelFormat(); Texture2D::setDefaultAlphaPixelFormat(Texture2D::PixelFormat::RGBA4444); unsigned char *data = nullptr; ssize_t dataLength = 0; getFPSImageData(&data, &dataLength); Image* image = new Image(); bool isOK = image->initWithImageData(data, dataLength); if (! isOK) { CCLOGERROR("%s", "Fails: init fps_images"); return; } texture = _textureCache->addImage(image, "/cc_fps_images"); CC_SAFE_RELEASE(image); /* We want to use an image which is stored in the file named ccFPSImage.c for any design resolutions and all resource resolutions. To achieve this, we need to ignore 'contentScaleFactor' in 'AtlasNode' and 'LabelAtlas'. So I added a new method called 'setIgnoreContentScaleFactor' for 'AtlasNode', this is not exposed to game developers, it's only used for displaying FPS now. */ float scaleFactor = 1 / CC_CONTENT_SCALE_FACTOR(); _FPSLabel = LabelAtlas::create(); _FPSLabel->retain(); _FPSLabel->setIgnoreContentScaleFactor(true); _FPSLabel->initWithString("00.0", texture, 12, 32 , '.'); _FPSLabel->setScale(scaleFactor); _drawnBatchesLabel = LabelAtlas::create(); _drawnBatchesLabel->retain(); _drawnBatchesLabel->setIgnoreContentScaleFactor(true); _drawnBatchesLabel->initWithString("000", texture, 12, 32, '.'); _drawnBatchesLabel->setScale(scaleFactor); _drawnVerticesLabel = LabelAtlas::create(); _drawnVerticesLabel->retain(); _drawnVerticesLabel->setIgnoreContentScaleFactor(true); _drawnVerticesLabel->initWithString("00000", texture, 12, 32, '.'); _drawnVerticesLabel->setScale(scaleFactor); Texture2D::setDefaultAlphaPixelFormat(currentFormat); const int height_spacing = 22 / CC_CONTENT_SCALE_FACTOR(); _drawnVerticesLabel->setPosition(Vec2(0, height_spacing*2) + CC_DIRECTOR_STATS_POSITION); _drawnBatchesLabel->setPosition(Vec2(0, height_spacing*1) + CC_DIRECTOR_STATS_POSITION); _FPSLabel->setPosition(Vec2(0, height_spacing*0)+CC_DIRECTOR_STATS_POSITION); } void Director::setContentScaleFactor(float scaleFactor) { if (scaleFactor != _contentScaleFactor) { _contentScaleFactor = scaleFactor; createStatsLabel(); } } void Director::setNotificationNode(Node *node) { CC_SAFE_RELEASE(_notificationNode); _notificationNode = node; CC_SAFE_RETAIN(_notificationNode); } void Director::setScheduler(Scheduler* scheduler) { if (_scheduler != scheduler) { CC_SAFE_RETAIN(scheduler); CC_SAFE_RELEASE(_scheduler); _scheduler = scheduler; } } void Director::setActionManager(ActionManager* actionManager) { if (_actionManager != actionManager) { CC_SAFE_RETAIN(actionManager); CC_SAFE_RELEASE(_actionManager); _actionManager = actionManager; } } void Director::setEventDispatcher(EventDispatcher* dispatcher) { if (_eventDispatcher != dispatcher) { CC_SAFE_RETAIN(dispatcher); CC_SAFE_RELEASE(_eventDispatcher); _eventDispatcher = dispatcher; } } /*************************************************** * implementation of DisplayLinkDirector **************************************************/ // should we implement 4 types of director ?? // I think DisplayLinkDirector is enough // so we now only support DisplayLinkDirector void DisplayLinkDirector::startAnimation() { if (gettimeofday(_lastUpdate, nullptr) != 0) { CCLOG("cocos2d: DisplayLinkDirector: Error on gettimeofday"); } _invalid = false; Application::getInstance()->setAnimationInterval(_animationInterval); // fix issue #3509, skip one fps to avoid incorrect time calculation. setNextDeltaTimeZero(true); } void DisplayLinkDirector::mainLoop() { if (_purgeDirectorInNextLoop) { _purgeDirectorInNextLoop = false; purgeDirector(); } else if (! _invalid) { drawScene(); // release the objects PoolManager::getInstance()->getCurrentPool()->clear(); } } void DisplayLinkDirector::stopAnimation() { _invalid = true; } void DisplayLinkDirector::setAnimationInterval(double interval) { _animationInterval = interval; if (! _invalid) { stopAnimation(); startAnimation(); } } NS_CC_END