mirror of https://github.com/axmolengine/axmol.git
385 lines
9.7 KiB
C++
385 lines
9.7 KiB
C++
/****************************************************************************
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Copyright (c) 2010 cocos2d-x.org
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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 <stack>
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#include <string>
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#include <cctype>
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#include "CCTextureCache.h"
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#include "CCTexture2D.h"
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#include "ccMacros.h"
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#include "NSData.h"
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#include "CCDirector.h"
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#include "platform/platform.h"
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#include "CCXFileUtils.h"
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#include "CCXUIImage.h"
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/// @todo EAGLContext static EAGLContext *auxEAGLcontext = NULL;
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namespace cocos2d {
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class CCAsyncObject : NSObject
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{
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public:
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fpAsyncCallback m_pfnCallback;
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NSObject* m_pTarget;
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std::string * m_pData;
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public:
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CCAsyncObject();
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~CCAsyncObject()
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{
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CCLOGINFO("cocos2d: deallocing CCAsyncObject.");
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CCX_SAFE_DELETE(m_pTarget);
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CCX_SAFE_DELETE(m_pData);
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}
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};
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// implementation CCTextureCache
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// TextureCache - Alloc, Init & Dealloc
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static CCTextureCache *g_sharedTextureCache;
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CCTextureCache * CCTextureCache::sharedTextureCache()
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{
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if (!g_sharedTextureCache)
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g_sharedTextureCache = new CCTextureCache();
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return g_sharedTextureCache;
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}
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CCTextureCache::CCTextureCache()
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{
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NSAssert(g_sharedTextureCache == NULL, "Attempted to allocate a second instance of a singleton.");
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m_pTextures = new NSMutableDictionary<std::string, CCTexture2D*>();
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m_pTextures->retain();
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m_pDictLock = new NSLock();
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m_pContextLock = new NSLock();
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}
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CCTextureCache::~CCTextureCache()
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{
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CCLOG("cocos2d: deallocing CCTextureCache.");
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CCX_SAFE_RELEASE(m_pTextures);
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CCX_SAFE_DELETE(m_pDictLock);
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CCX_SAFE_DELETE(m_pContextLock);
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CCX_SAFE_RELEASE(g_sharedTextureCache);
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/// @todo release
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// [auxEAGLcontext release];
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// auxEAGLcontext = nil;
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}
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void CCTextureCache::purgeSharedTextureCache()
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{
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CCX_SAFE_RELEASE(g_sharedTextureCache);
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}
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char * CCTextureCache::description()
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{
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char *ret = new char[100];
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sprintf_s(ret, 100, "<CCTextureCache | Number of textures = %u>", m_pTextures->count());
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return ret;
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}
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// TextureCache - Add Images
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void CCTextureCache::addImageWithAsyncObject(CCAsyncObject* async)
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{
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/** @todo EAGLContext
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NSAutoreleasePool *autoreleasepool = [[NSAutoreleasePool alloc] init];
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// textures will be created on the main OpenGL context
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// it seems that in SDK 2.2.x there can't be 2 threads creating textures at the same time
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// the lock is used for this purpose: issue #472
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[contextLock lock];
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if( auxEAGLcontext == nil ) {
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auxEAGLcontext = [[EAGLContext alloc]
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initWithAPI:kEAGLRenderingAPIOpenGLES1
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sharegroup:[[[[CCDirector sharedDirector] openGLView] context] sharegroup]];
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if( ! auxEAGLcontext )
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CCLOG(@"cocos2d: TextureCache: Could not create EAGL context");
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}
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if( [EAGLContext setCurrentContext:auxEAGLcontext] ) {
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// load / create the texture
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CCTexture2D *tex = [self addImage:async.data];
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// The callback will be executed on the main thread
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[async.target performSelectorOnMainThread:async.selector withObject:tex waitUntilDone:NO];
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[EAGLContext setCurrentContext:nil];
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} else {
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CCLOG(@"cocos2d: TetureCache: EAGLContext error");
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}
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[contextLock unlock];
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[autoreleasepool release];*/
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}
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/** @todo selector, NSThread*/
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void CCTextureCache::addImageAsync(const char* filename, NSObject *target, fpAsyncCallback func)
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{
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NSAssert(filename != NULL , "TextureCache: fileimage MUST not be nill");
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// optimization
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// CCTexture2D * tex;
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//
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// if ( (tex = m_pTextures->objectForKey(filename)) )
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// {
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// target->
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// }
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//
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// if( (tex=[textures objectForKey: filename] ) ) {
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// [target performSelector:selector withObject:tex];
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// return;
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// }
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//
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// // schedule the load
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//
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// CCAsyncObject *asyncObject = [[CCAsyncObject alloc] init];
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// asyncObject.selector = selector;
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// asyncObject.target = target;
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// asyncObject.data = filename;
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//
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// [NSThread detachNewThreadSelector:@selector(addImageWithAsyncObject:) toTarget:self withObject:asyncObject];
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// [asyncObject release];
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}
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CCTexture2D * CCTextureCache::addImage(const char * path)
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{
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NSAssert(path != NULL, "TextureCache: fileimage MUST not be NULL");
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CCTexture2D * texture = NULL;
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std::string temp(path);
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// MUTEX:
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// Needed since addImageAsync calls this method from a different thread
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m_pDictLock->lock();
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texture = m_pTextures->objectForKey(temp);
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if( ! texture )
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{
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// Split up directory and filename
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std::string fullpath(CCFileUtils::fullPathFromRelativePath(path));
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// all images are handled by UIImage except PVR extension that is handled by our own handler
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// if ( [[path lowercaseString] hasSuffix:@".pvr"] )
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for (unsigned int i = 0; i < temp.length(); ++i)
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{
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temp[i] = tolower(temp[i]);
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}
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if (std::string::npos != temp.find(".pvr"))
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{
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#ifdef _POWERVR_SUPPORT_
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texture = this->addPVRTCImage(fullpath.c_str());
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#endif
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}
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else
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{
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// prevents overloading the autorelease pool
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UIImage * image = new UIImage();
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if(! image->initWithContentsOfFile(fullpath))
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{
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delete image;
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return NULL;
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}
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texture = new CCTexture2D();
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texture->initWithImage(image);
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CCX_SAFE_DELETE(image);// image->release();
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if( texture )
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m_pTextures->setObject(texture, path);
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else
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CCLOG("cocos2d: Couldn't add image:%s in CCTextureCache", path);
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texture->release();
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}
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}
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m_pDictLock->unlock();
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return texture;
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}
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#ifdef _POWERVR_SUPPORT_
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CCTexture2D* CCTextureCache::addPVRTCImage(const char* path, int bpp, bool hasAlpha, int width)
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{
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NSAssert(path != NULL, "TextureCache: fileimage MUST not be nill");
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NSAssert( bpp==2 || bpp==4, "TextureCache: bpp must be either 2 or 4");
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CCTexture2D * texture;
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std::string temp(path);
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if ( (texture = m_pTextures->objectForKey(temp)) )
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{
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return texture;
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}
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// Split up directory and filename
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std::string fullpath( CCFileUtils::fullPathFromRelativePath(path) );
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NSData * data = NSData::dataWithContentsOfFile(fullpath);
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texture = new CCTexture2D();
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texture->initWithPVRTCData(data->bytes(), 0, bpp, hasAlpha, width);
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if( texture )
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m_pTextures->setObject(texture, temp);
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else
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CCLOG("cocos2d: Couldn't add PVRTCImage:%s in CCTextureCache",path);
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CCX_SAFE_DELETE(data);
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texture->autorelease();
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return texture;
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}
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CCTexture2D * CCTextureCache::addPVRTCImage(const char* fileimage)
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{
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NSAssert(fileimage != NULL, "TextureCache: fileimage MUST not be nill");
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CCTexture2D * texture;
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std::string key(fileimage);
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if( (texture = m_pTextures->objectForKey(key)) )
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{
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return texture;
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}
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texture = new CCTexture2D();
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texture = texture->initWithPVRTCFile(fileimage);
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if( texture )
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m_pTextures-> setObject( texture, key);
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else
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CCLOG("cocos2d: Couldn't add PVRTCImage:%s in CCTextureCache",fileimage);
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texture->autorelease();
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return texture;
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}
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#endif
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/** @todo CGImageRef
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-(CCTexture2D*) addCGImage: (CGImageRef) imageref forKey: (string & )key
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{
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NSAssert(imageref != nil, @"TextureCache: image MUST not be nill");
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CCTexture2D * tex = nil;
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// If key is nil, then create a new texture each time
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if( key && (tex=[textures objectForKey: key] ) ) {
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return tex;
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}
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// prevents overloading the autorelease pool
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UIImage *image = [[UIImage alloc] initWithCGImage:imageref];
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tex = [[CCTexture2D alloc] initWithImage: image];
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[image release];
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if(tex && key)
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[textures setObject: tex forKey:key];
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else
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CCLOG(@"cocos2d: Couldn't add CGImage in CCTextureCache");
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return [tex autorelease];
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}*/
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CCTexture2D* CCTextureCache::addUIImage(UIImage *image, const char *key)
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{
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NSAssert(image != NULL, "TextureCache: image MUST not be nill");
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CCTexture2D * texture = NULL;
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// If key is nil, then create a new texture each time
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if( key && (texture = m_pTextures->objectForKey(key)) )
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{
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return texture;
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}
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// prevents overloading the autorelease pool
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texture = new CCTexture2D();
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texture->initWithImage(image);
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if(texture && key)
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{
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m_pTextures->setObject(texture, key);
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}
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else
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{
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CCLOG("cocos2d: Couldn't add UIImage in CCTextureCache");
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}
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texture->autorelease();
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return texture;
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}
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// TextureCache - Remove
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void CCTextureCache::removeAllTextures()
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{
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m_pTextures->removeAllObjects();
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}
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void CCTextureCache::removeUnusedTextures()
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{
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std::vector<std::string> keys = m_pTextures->allKeys();
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std::vector<std::string>::iterator it;
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for (it = keys.begin(); it <= keys.end(); it++)
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{
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CCTexture2D *value = m_pTextures->objectForKey(*it);
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if (value->retainCount() == 1)
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{
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CCLOG("cocos2d: CCTextureCache: removing unused texture: %s", (*it).c_str());
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m_pTextures->removeObjectForKey(*it);
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}
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}
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}
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void CCTextureCache::removeTexture(CCTexture2D* texture)
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{
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if( ! texture )
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return;
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std::vector<std::string> keys = m_pTextures->allKeysForObject(texture);
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for (unsigned int i = 0; i < keys.size(); i++)
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{
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m_pTextures->removeObjectForKey(keys[i]);
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}
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}
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void CCTextureCache::removeTextureForKey(const std::string & textureKeyName)
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{
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if( textureKeyName.empty() )
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return;
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m_pTextures->removeObjectForKey(textureKeyName);
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}
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}//namespace cocos2d
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