mirror of https://github.com/axmolengine/axmol.git
315 lines
10 KiB
C++
315 lines
10 KiB
C++
/****************************************************************************
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Copyright (c) 2008-2010 Ricardo Quesada
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2011 Zynga Inc.
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Copyright (c) 2013-2014 Chukong Technologies 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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#ifndef __CCTEXTURE_CACHE_H__
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#define __CCTEXTURE_CACHE_H__
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#include <string>
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#include <mutex>
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#include <thread>
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#include <condition_variable>
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#include <queue>
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#include <string>
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#include <unordered_map>
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#include <functional>
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#include "base/CCRef.h"
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#include "renderer/CCTexture2D.h"
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#include "platform/CCImage.h"
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#if CC_ENABLE_CACHE_TEXTURE_DATA
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#include "platform/CCImage.h"
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#include <list>
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#endif
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NS_CC_BEGIN
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/**
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* @addtogroup _2d
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* @{
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*/
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/*
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* From version 3.0, TextureCache will never to treated as a singleton, it will be owned by director.
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* All call by TextureCache::getInstance() should be replaced by Director::getInstance()->getTextureCache().
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*/
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/** @brief Singleton that handles the loading of textures.
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* Once the texture is loaded, the next time it will return.
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* A reference of the previously loaded texture reducing GPU & CPU memory.
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*/
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class CC_DLL TextureCache : public Ref
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{
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public:
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/** Returns the shared instance of the cache. */
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CC_DEPRECATED_ATTRIBUTE static TextureCache * getInstance();
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/** @deprecated Use getInstance() instead. */
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CC_DEPRECATED_ATTRIBUTE static TextureCache * sharedTextureCache();
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/** Purges the cache. It releases the retained instance.
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@since v0.99.0
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*/
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CC_DEPRECATED_ATTRIBUTE static void destroyInstance();
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/** @deprecated Use destroyInstance() instead. */
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CC_DEPRECATED_ATTRIBUTE static void purgeSharedTextureCache();
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/** Reload all textures.
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Should not call it, called by frame work.
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Now the function do nothing, use VolatileTextureMgr::reloadAllTextures.
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*/
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CC_DEPRECATED_ATTRIBUTE static void reloadAllTextures();
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public:
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/**
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* @js ctor
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*/
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TextureCache();
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~TextureCache();
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/**
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* @js NA
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* @lua NA
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*/
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virtual std::string getDescription() const;
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// Dictionary* snapshotTextures();
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/** Returns a Texture2D object given an filename.
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* If the filename was not previously loaded, it will create a new Texture2D.
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* Object and it will return it. It will use the filename as a key.
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* Otherwise it will return a reference of a previously loaded image.
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* Supported image extensions: .png, .bmp, .tiff, .jpeg, .pvr.
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@param filepath A null terminated string.
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*/
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Texture2D* addImage(const std::string &filepath);
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/** Returns a Texture2D object given a file image.
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* If the file image was not previously loaded, it will create a new Texture2D object and it will return it.
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* Otherwise it will load a texture in a new thread, and when the image is loaded, the callback will be called with the Texture2D as a parameter.
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* The callback will be called from the main thread, so it is safe to create any cocos2d object from the callback.
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* Supported image extensions: .png, .jpg
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@param filepath A null terminated string.
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@param callback A callback function would be invoked after the image is loaded.
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@since v0.8
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*/
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virtual void addImageAsync(const std::string &filepath, const std::function<void(Texture2D*)>& callback);
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/** Unbind a specified bound image asynchronous callback.
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* In the case an object who was bound to an image asynchronous callback was destroyed before the callback is invoked,
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* the object always need to unbind this callback manually.
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* @param filename It's the related/absolute path of the file image.
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* @since v3.1
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*/
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virtual void unbindImageAsync(const std::string &filename);
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/** Unbind all bound image asynchronous load callbacks.
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* @since v3.1
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*/
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virtual void unbindAllImageAsync();
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/** Returns a Texture2D object given an Image.
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* If the image was not previously loaded, it will create a new Texture2D object and it will return it.
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* Otherwise it will return a reference of a previously loaded image.
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* @param key The "key" parameter will be used as the "key" for the cache.
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* If "key" is nil, then a new texture will be created each time.
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*/
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Texture2D* addImage(Image *image, const std::string &key);
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CC_DEPRECATED_ATTRIBUTE Texture2D* addUIImage(Image *image, const std::string& key) { return addImage(image,key); }
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/** Returns an already created texture. Returns nil if the texture doesn't exist.
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@param key It's the related/absolute path of the file image.
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@since v0.99.5
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*/
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Texture2D* getTextureForKey(const std::string& key) const;
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CC_DEPRECATED_ATTRIBUTE Texture2D* textureForKey(const std::string& key) const { return getTextureForKey(key); }
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/** Reload texture from the image file.
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* If the file image hasn't loaded before, load it.
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* Otherwise the texture will be reloaded from the file image.
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* @param fileName It's the related/absolute path of the file image.
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* @return True if the reloading is succeed, otherwise return false.
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*/
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bool reloadTexture(const std::string& fileName);
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/** Purges the dictionary of loaded textures.
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* Call this method if you receive the "Memory Warning".
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* In the short term: it will free some resources preventing your app from being killed.
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* In the medium term: it will allocate more resources.
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* In the long term: it will be the same.
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*/
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void removeAllTextures();
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/** Removes unused textures.
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* Textures that have a retain count of 1 will be deleted.
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* It is convenient to call this method after when starting a new Scene.
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* @since v0.8
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*/
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void removeUnusedTextures();
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/** Deletes a texture from the cache given a texture.
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*/
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void removeTexture(Texture2D* texture);
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/** Deletes a texture from the cache given a its key name.
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@param key It's the related/absolute path of the file image.
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@since v0.99.4
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*/
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void removeTextureForKey(const std::string &key);
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/** Output to CCLOG the current contents of this TextureCache.
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* This will attempt to calculate the size of each texture, and the total texture memory in use.
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*
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* @since v1.0
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*/
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std::string getCachedTextureInfo() const;
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//Wait for texture cache to quit before destroy instance.
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/**Called by director, please do not called outside.*/
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void waitForQuit();
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/**
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* Get the file path of the texture
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*
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* @param texture A Texture2D object pointer.
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*
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* @return The full path of the file.
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*/
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std::string getTextureFilePath(Texture2D* texture) const;
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/** Reload texture from a new file.
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* This function is mainly for editor, won't suggest use it in game for performance reason.
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*
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* @param srcName Original texture file name.
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* @param dstName New texture file name.
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*
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* @since v3.10
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*/
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void renameTextureWithKey(const std::string& srcName, const std::string& dstName);
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private:
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void addImageAsyncCallBack(float dt);
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void loadImage();
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void parseNinePatchImage(Image* image, Texture2D* texture, const std::string& path);
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public:
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protected:
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struct AsyncStruct;
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std::thread* _loadingThread;
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std::deque<AsyncStruct*> _asyncStructQueue;
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std::deque<AsyncStruct*> _requestQueue;
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std::deque<AsyncStruct*> _responseQueue;
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std::mutex _requestMutex;
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std::mutex _responseMutex;
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std::condition_variable _sleepCondition;
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bool _needQuit;
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int _asyncRefCount;
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std::unordered_map<std::string, Texture2D*> _textures;
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};
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#if CC_ENABLE_CACHE_TEXTURE_DATA
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class VolatileTexture
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{
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typedef enum {
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kInvalid = 0,
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kImageFile,
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kImageData,
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kString,
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kImage,
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}ccCachedImageType;
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private:
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VolatileTexture(Texture2D *t);
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/**
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* @js NA
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* @lua NA
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*/
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~VolatileTexture();
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protected:
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friend class VolatileTextureMgr;
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Texture2D *_texture;
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Image *_uiImage;
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ccCachedImageType _cashedImageType;
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void *_textureData;
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int _dataLen;
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Size _textureSize;
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Texture2D::PixelFormat _pixelFormat;
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std::string _fileName;
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bool _hasMipmaps;
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Texture2D::TexParams _texParams;
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std::string _text;
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FontDefinition _fontDefinition;
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};
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class CC_DLL VolatileTextureMgr
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{
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public:
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static void addImageTexture(Texture2D *tt, const std::string& imageFileName);
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static void addStringTexture(Texture2D *tt, const char* text, const FontDefinition& fontDefinition);
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static void addDataTexture(Texture2D *tt, void* data, int dataLen, Texture2D::PixelFormat pixelFormat, const Size& contentSize);
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static void addImage(Texture2D *tt, Image *image);
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static void setHasMipmaps(Texture2D *t, bool hasMipmaps);
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static void setTexParameters(Texture2D *t, const Texture2D::TexParams &texParams);
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static void removeTexture(Texture2D *t);
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static void reloadAllTextures();
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public:
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static std::list<VolatileTexture*> _textures;
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static bool _isReloading;
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private:
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// find VolatileTexture by Texture2D*
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// if not found, create a new one
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static VolatileTexture* findVolotileTexture(Texture2D *tt);
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};
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#endif
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// end of textures group
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/// @}
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NS_CC_END
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#endif //__CCTEXTURE_CACHE_H__
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