mirror of https://github.com/axmolengine/axmol.git
192 lines
6.6 KiB
C++
192 lines
6.6 KiB
C++
/****************************************************************************
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Copyright (c) 2013 Zynga Inc.
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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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#include "CCTextureCacheEmscripten.h"
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#include "platform/CCImage.h"
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#include "platform/CCFileUtils.h"
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#include <emscripten/emscripten.h>
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#include <sstream>
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using namespace cocos2d;
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using namespace std;
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#define MULTILINE(...) #__VA_ARGS__
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// Following methods are implemented in TextureCacheEmscripten.js:
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extern "C" {
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void cocos2dx_newAsyncImageLoader(int textureCache, int callback__ignored);
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void cocos2dx_asyncImageLoader_LoadImage(const char *path, TextureCache::AsyncStruct *asyncData);
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void cocos2dx_shutdownAsyncImageLoader();
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};
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extern "C" {
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// This C interface is exposed so that the JavaScript in
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// TextureCacheEmscripten.js is able to call into these functions.
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void TextureCacheEmscripten_addImageAsyncCallBack(TextureCacheEmscripten *tc, TextureCache::AsyncStruct *data, unsigned char *imgData, int width, int height);
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void TextureCacheEmscripten_preMultiplyImageRegion( unsigned char *in, int win, int hin, unsigned char *out, int wout, int hout, int xout, int yout);
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};
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void TextureCacheEmscripten_addImageAsyncCallBack(TextureCacheEmscripten *tc, TextureCache::AsyncStruct *data, unsigned char *imgData, int width, int height)
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{
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tc->addImageAsyncCallBack_emscripten(data, imgData, width, height);
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}
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/**
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* Construct a new TextureCacheEmscripten object. Note that the code in
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* TextureCacheEmscripten.js will be injected into the JavaScript runtime as
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* a side-affect.
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*/
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TextureCacheEmscripten::TextureCacheEmscripten()
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{
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// Add dummy references to these functions so that the compiler will emit
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// code for them prior to this point (which is before when we will call
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// them.
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int deps[] = {
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(int)&TextureCacheEmscripten_addImageAsyncCallBack,
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(int)&TextureCacheEmscripten_preMultiplyImageRegion
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};
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cocos2dx_newAsyncImageLoader((int)this, (int)&deps);
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}
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/**
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* Destroy this object. Note that this will shutdown the image processing queue
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* (and hence stall anything waiting for those images to finish loading), and
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* unload the classes and objects instantiated in JavaScript to make this class
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* work.
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*/
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TextureCacheEmscripten::~TextureCacheEmscripten()
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{
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cocos2dx_shutdownAsyncImageLoader();
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}
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/**
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* "Blit" the input image to a particular location on the target image. Output
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* image will be alpha pre-multiplied in the process.
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*
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* @in: Pointer to input image raw data bytes
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* @win: Width of input image in pixels
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* @hin: Height of input image in pixels
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* @out: Pointer to memory where output image raw pixels should be written
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* @wout: Width of output image in pixels
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* @hout: Height of output image in pixels
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* @xout: x-offset into target image where blitted image should be placed
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* @yout: y-offset into target image where blitted image should be placed
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*/
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void TextureCacheEmscripten_preMultiplyImageRegion(
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unsigned char *in, int win, int hin, // Input image, its width and height
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unsigned char *out, int wout, int hout, // Output image, its width and height
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int xout, int yout) // x and y offsets into the output image
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{
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int iter = 0;
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for(int j = 0; j < hin; j++)
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{
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for(int i = 0; i < win; i++)
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{
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int inOffset = 4 * (j * win + i);
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int outOffset = 4 * ((j + yout) * wout + (i + xout));
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unsigned char *pin = in + inOffset;
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unsigned int *pout = (unsigned int *) (out + outOffset);
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*pout = CC_RGB_PREMULTIPLY_ALPHA( pin[0], pin[1], pin[2], pin[3] );
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}
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}
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}
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/**
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* "Private" callback method to load a texture based on the image data
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* generated in TextureCacheEmscripten.js. Exposed here as public so that it
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* can be called from the C wrapper method
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* @TextureCacheEmscripten_addImageAsyncCallBack, above.
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*/
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void TextureCacheEmscripten::addImageAsyncCallBack_emscripten(AsyncStruct *data, unsigned char *imgData, int width, int height)
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{
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const char *filename = data->filename.c_str();
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Image *pImage = new Image();
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pImage->initWithRawData((unsigned char*) imgData, 4 * width * height, width, height, 8, true);
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free(imgData);
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Texture2D *texture = new Texture2D();
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texture->initWithImage(pImage);
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#if CC_ENABLE_CACHE_TEXTURE_DATA
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// cache the texture file name
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VolatileTexture::addImageTexture(texture, filename, Image::kFmtRawData);
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#endif
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// cache the texture
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_textures->setObject(texture, filename);
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texture->autorelease();
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Object *target = data->target;
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SEL_CallFuncO selector = data->selector;
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if (target && selector)
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{
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(target->*selector)(texture);
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target->release();
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}
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pImage->release();
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delete data;
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}
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void TextureCacheEmscripten::addImageAsync(const char *path, Object *target, SEL_CallFuncO selector)
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{
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CCAssert(path != NULL, "TextureCache: fileimage MUST not be NULL");
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Texture2D *texture = NULL;
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// optimization
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std::string pathKey = FileUtils::sharedFileUtils()->fullPathForFilename(path);
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texture = (Texture2D*)_textures->objectForKey(pathKey.c_str());
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std::string fullpath = pathKey;
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if (texture != NULL)
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{
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if (target && selector)
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{
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(target->*selector)(texture);
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}
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return;
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}
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if (target)
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{
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target->retain();
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}
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// generate async struct
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AsyncStruct *data = new AsyncStruct(fullpath, target, selector);
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// Call into JavaScript code in TextureCacheEmscripten.js to do the rest.
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cocos2dx_asyncImageLoader_LoadImage(data->filename.c_str(), data);
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return;
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}
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