axmol/cocos2dx/textures/CCTextureCache.cpp

385 lines
9.7 KiB
C++

/****************************************************************************
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 <stack>
#include <string>
#include <cctype>
#include "CCTextureCache.h"
#include "CCTexture2D.h"
#include "ccMacros.h"
#include "NSData.h"
#include "CCDirector.h"
#include "platform/platform.h"
#include "CCXFileUtils.h"
#include "CCXUIImage.h"
/// @todo EAGLContext static EAGLContext *auxEAGLcontext = NULL;
namespace cocos2d {
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(g_sharedTextureCache == NULL, "Attempted to allocate a second instance of a singleton.");
m_pTextures = new NSMutableDictionary<std::string, CCTexture2D*>();
m_pTextures->retain();
m_pDictLock = new NSLock();
m_pContextLock = new NSLock();
}
CCTextureCache::~CCTextureCache()
{
CCLOG("cocos2d: deallocing CCTextureCache.");
CCX_SAFE_RELEASE(m_pTextures);
CCX_SAFE_DELETE(m_pDictLock);
CCX_SAFE_DELETE(m_pContextLock);
CCX_SAFE_RELEASE(g_sharedTextureCache);
/// @todo release
// [auxEAGLcontext release];
// auxEAGLcontext = nil;
}
void CCTextureCache::purgeSharedTextureCache()
{
CCX_SAFE_RELEASE(g_sharedTextureCache);
}
char * CCTextureCache::description()
{
char *ret = new char[100];
sprintf_s(ret, 100, "<CCTextureCache | Number of textures = %u>", m_pTextures->count());
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, NSThread*/
void CCTextureCache::addImageAsync(const char* filename, NSObject *target, fpAsyncCallback func)
{
NSAssert(filename != NULL , "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 char * path)
{
NSAssert(path != NULL, "TextureCache: fileimage MUST not be NULL");
CCTexture2D * texture = NULL;
std::string temp(path);
// MUTEX:
// Needed since addImageAsync calls this method from a different thread
m_pDictLock->lock();
texture = m_pTextures->objectForKey(temp);
if( ! texture )
{
// Split up directory and filename
std::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"] )
for (unsigned int i = 0; i < temp.length(); ++i)
{
temp[i] = tolower(temp[i]);
}
if (std::string::npos != temp.find(".pvr"))
{
#ifdef _POWERVR_SUPPORT_
texture = this->addPVRTCImage(fullpath.c_str());
#endif
}
else
{
// prevents overloading the autorelease pool
UIImage * image = new UIImage();
if(! image->initWithContentsOfFile(fullpath))
{
delete image;
return NULL;
}
texture = new CCTexture2D();
texture->initWithImage(image);
CCX_SAFE_DELETE(image);// image->release();
if( texture )
m_pTextures->setObject(texture, path);
else
CCLOG("cocos2d: Couldn't add image:%s in CCTextureCache", path);
texture->release();
}
}
m_pDictLock->unlock();
return texture;
}
#ifdef _POWERVR_SUPPORT_
CCTexture2D* CCTextureCache::addPVRTCImage(const char* path, int bpp, bool hasAlpha, int width)
{
NSAssert(path != NULL, "TextureCache: fileimage MUST not be nill");
NSAssert( bpp==2 || bpp==4, "TextureCache: bpp must be either 2 or 4");
CCTexture2D * texture;
std::string temp(path);
if ( (texture = m_pTextures->objectForKey(temp)) )
{
return texture;
}
// Split up directory and filename
std::string fullpath( CCFileUtils::fullPathFromRelativePath(path) );
NSData * data = NSData::dataWithContentsOfFile(fullpath);
texture = new CCTexture2D();
texture->initWithPVRTCData(data->bytes(), 0, bpp, hasAlpha, width);
if( texture )
m_pTextures->setObject(texture, temp);
else
CCLOG("cocos2d: Couldn't add PVRTCImage:%s in CCTextureCache",path);
CCX_SAFE_DELETE(data);
texture->autorelease();
return texture;
}
CCTexture2D * CCTextureCache::addPVRTCImage(const char* fileimage)
{
NSAssert(fileimage != NULL, "TextureCache: fileimage MUST not be nill");
CCTexture2D * texture;
std::string key(fileimage);
if( (texture = m_pTextures->objectForKey(key)) )
{
return texture;
}
texture = new CCTexture2D();
texture = texture->initWithPVRTCFile(fileimage);
if( texture )
m_pTextures-> setObject( texture, key);
else
CCLOG("cocos2d: Couldn't add PVRTCImage:%s in CCTextureCache",fileimage);
texture->autorelease();
return texture;
}
#endif
/** @todo CGImageRef
-(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];
}*/
CCTexture2D* CCTextureCache::addUIImage(UIImage *image, const char *key)
{
NSAssert(image != NULL, "TextureCache: image MUST not be nill");
CCTexture2D * texture = NULL;
// If key is nil, then create a new texture each time
if( key && (texture = m_pTextures->objectForKey(key)) )
{
return texture;
}
// prevents overloading the autorelease pool
texture = new CCTexture2D();
texture->initWithImage(image);
if(texture && key)
{
m_pTextures->setObject(texture, key);
}
else
{
CCLOG("cocos2d: Couldn't add UIImage in CCTextureCache");
}
texture->autorelease();
return texture;
}
// TextureCache - Remove
void CCTextureCache::removeAllTextures()
{
m_pTextures->removeAllObjects();
}
void CCTextureCache::removeUnusedTextures()
{
std::vector<std::string> keys = m_pTextures->allKeys();
std::vector<std::string>::iterator it;
for (it = keys.begin(); it <= keys.end(); it++)
{
CCTexture2D *value = m_pTextures->objectForKey(*it);
if (value->retainCount() == 1)
{
CCLOG("cocos2d: CCTextureCache: removing unused texture: %s", (*it).c_str());
m_pTextures->removeObjectForKey(*it);
}
}
}
void CCTextureCache::removeTexture(CCTexture2D* texture)
{
if( ! texture )
return;
std::vector<std::string> keys = m_pTextures->allKeysForObject(texture);
for (unsigned int i = 0; i < keys.size(); i++)
{
m_pTextures->removeObjectForKey(keys[i]);
}
}
void CCTextureCache::removeTextureForKey(const std::string & textureKeyName)
{
if( textureKeyName.empty() )
return;
m_pTextures->removeObjectForKey(textureKeyName);
}
}//namespace cocos2d