mirror of https://github.com/axmolengine/axmol.git
186 lines
4.9 KiB
C++
186 lines
4.9 KiB
C++
/****************************************************************************
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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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 __AUTORELEASEPOOL_H__
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#define __AUTORELEASEPOOL_H__
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#include <vector>
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#include <string>
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#include "base/CCRef.h"
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/**
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* @addtogroup base
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* @{
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*/
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NS_CC_BEGIN
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/**
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* A pool for managing autorelease objects.
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* @js NA
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*/
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class CC_DLL AutoreleasePool
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{
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public:
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/**
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* @warning Don't create an autorelease pool in heap, create it in stack.
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* @js NA
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* @lua NA
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*/
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AutoreleasePool();
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/**
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* Create an autorelease pool with specific name. This name is useful for debugging.
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* @warning Don't create an autorelease pool in heap, create it in stack.
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* @js NA
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* @lua NA
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*
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* @param name The name of created autorelease pool.
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*/
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AutoreleasePool(const std::string& name);
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/**
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* @js NA
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* @lua NA
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*/
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~AutoreleasePool();
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/**
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* Add a given object to this autorelease pool.
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*
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* The same object may be added several times to an autorelease pool. When the
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* pool is destructed, the object's `Ref::release()` method will be called
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* the same times as it was added.
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*
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* @param object The object to be added into the autorelease pool.
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* @js NA
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* @lua NA
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*/
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void addObject(Ref* object);
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/**
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* Clear the autorelease pool.
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*
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* It will invoke each element's `release()` function.
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*
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* @js NA
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* @lua NA
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*/
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void clear();
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#if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0)
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/**
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* Whether the autorelease pool is doing `clear` operation.
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*
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* @return True if autorelease pool is clearing, false if not.
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*
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* @js NA
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* @lua NA
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*/
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bool isClearing() const { return _isClearing; };
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#endif
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/**
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* Checks whether the autorelease pool contains the specified object.
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*
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* @param object The object to be checked.
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* @return True if the autorelease pool contains the object, false if not
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* @js NA
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* @lua NA
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*/
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bool contains(Ref* object) const;
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/**
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* Dump the objects that are put into the autorelease pool. It is used for debugging.
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*
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* The result will look like:
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* Object pointer address object id reference count
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*
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* @js NA
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* @lua NA
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*/
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void dump();
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private:
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/**
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* The underlying array of object managed by the pool.
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*
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* Although Array retains the object once when an object is added, proper
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* Ref::release() is called outside the array to make sure that the pool
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* does not affect the managed object's reference count. So an object can
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* be destructed properly by calling Ref::release() even if the object
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* is in the pool.
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*/
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std::vector<Ref*> _managedObjectArray;
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std::string _name;
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#if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0)
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/**
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* The flag for checking whether the pool is doing `clear` operation.
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*/
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bool _isClearing;
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#endif
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};
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// end of base group
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/** @} */
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/**
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* @cond
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*/
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class CC_DLL PoolManager
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{
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public:
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static PoolManager* getInstance();
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static void destroyInstance();
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/**
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* Get current auto release pool, there is at least one auto release pool that created by engine.
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* You can create your own auto release pool at demand, which will be put into auto release pool stack.
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*/
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AutoreleasePool* getCurrentPool() const;
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bool isObjectInPools(Ref* obj) const;
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friend class AutoreleasePool;
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private:
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PoolManager();
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~PoolManager();
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void push(AutoreleasePool* pool);
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void pop();
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static PoolManager* s_singleInstance;
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std::vector<AutoreleasePool*> _releasePoolStack;
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};
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/**
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* @endcond
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*/
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NS_CC_END
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#endif //__AUTORELEASEPOOL_H__
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