mirror of https://github.com/axmolengine/axmol.git
233 lines
8.1 KiB
C++
233 lines
8.1 KiB
C++
/****************************************************************************
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Copyright (c) 2010-2011 cocos2d-x.org
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Copyright (c) 2008-2010 Ricardo Quesada
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Copyright (c) 2011 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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#ifndef __CCTEXTURE_CACHE_H__
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#define __CCTEXTURE_CACHE_H__
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#include "cocoa/CCObject.h"
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#include "cocoa/CCDictionary.h"
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#include "textures/CCTexture2D.h"
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#include <string>
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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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class CCLock;
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class CCImage;
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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 CCTextureCache : public CCObject
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{
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protected:
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CCDictionary* m_pTextures;
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//pthread_mutex_t *m_pDictLock;
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private:
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// @todo void addImageWithAsyncObject(CCAsyncObject* async);
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void addImageAsyncCallBack(float dt);
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public:
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CCTextureCache();
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virtual ~CCTextureCache();
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const char* description(void);
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CCDictionary* snapshotTextures();
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/** Retruns ths shared instance of the cache */
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static CCTextureCache * 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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static void purgeSharedTextureCache();
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/** Returns a Texture2D object given an file image
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* If the file image was not previously loaded, it will create a new CCTexture2D
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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 previosly loaded image.
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* Supported image extensions: .png, .bmp, .tiff, .jpeg, .pvr, .gif
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*/
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CCTexture2D* addImage(const char* fileimage);
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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 CCTexture2D 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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* @since v0.8
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*/
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void addImageAsync(const char *path, CCObject *target, SEL_CallFuncO selector);
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/* Returns a Texture2D object given an CGImageRef image
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* If the image was not previously loaded, it will create a new CCTexture2D 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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* 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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* @since v0.8
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*/
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// @todo CGImageRef CCTexture2D* addCGImage(CGImageRef image, string & key);
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/** Returns a Texture2D object given an UIImage image
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* If the image was not previously loaded, it will create a new CCTexture2D 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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* 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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CCTexture2D* addUIImage(CCImage *image, const char *key);
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/** Returns an already created texture. Returns nil if the texture doesn't exist.
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@since v0.99.5
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*/
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CCTexture2D* textureForKey(const char* key);
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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 convinient 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(CCTexture2D* texture);
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/** Deletes a texture from the cache given a its key name
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@since v0.99.4
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*/
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void removeTextureForKey(const char *textureKeyName);
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/** Output to CCLOG the current contents of this CCTextureCache
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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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void dumpCachedTextureInfo();
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#ifdef CC_SUPPORT_PVRTC
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/** Returns a Texture2D object given an PVRTC RAW filename
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* If the file image was not previously loaded, it will create a new CCTexture2D
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* object and it will return it. Otherwise it will return a reference of a previosly loaded image
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*
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* It can only load square images: width == height, and it must be a power of 2 (128,256,512...)
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* bpp can only be 2 or 4. 2 means more compression but lower quality.
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* hasAlpha: whether or not the image contains alpha channel
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*/
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CCTexture2D* addPVRTCImage(const char* fileimage, int bpp, bool hasAlpha, int width);
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#endif // CC_SUPPORT_PVRTC
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/** Returns a Texture2D object given an PVR filename
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* If the file image was not previously loaded, it will create a new CCTexture2D
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* object and it will return it. Otherwise it will return a reference of a previosly loaded image
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*/
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CCTexture2D* addPVRImage(const char* filename);
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/** Reload all textures
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It's only useful when the value of CC_ENABLE_CACHE_TEXTURE_DATA is 1
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*/
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static void reloadAllTextures();
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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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public:
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VolatileTexture(CCTexture2D *t);
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~VolatileTexture();
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static void addImageTexture(CCTexture2D *tt, const char* imageFileName, CCImage::EImageFormat format);
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static void addStringTexture(CCTexture2D *tt, const char* text, const CCSize& dimensions, CCTextAlignment alignment,
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CCVerticalTextAlignment vAlignment, const char *fontName, float fontSize);
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static void addDataTexture(CCTexture2D *tt, void* data, CCTexture2DPixelFormat pixelFormat, const CCSize& contentSize);
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static void addCCImage(CCTexture2D *tt, CCImage *image);
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static void removeTexture(CCTexture2D *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 CCTexture2D*
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// if not found, create a new one
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static VolatileTexture* findVolotileTexture(CCTexture2D *tt);
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protected:
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CCTexture2D *texture;
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CCImage *uiImage;
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ccCachedImageType m_eCashedImageType;
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void *m_pTextureData;
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CCSize m_TextureSize;
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CCTexture2DPixelFormat m_PixelFormat;
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std::string m_strFileName;
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CCImage::EImageFormat m_FmtImage;
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CCSize m_size;
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CCTextAlignment m_alignment;
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CCVerticalTextAlignment m_vAlignment;
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std::string m_strFontName;
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std::string m_strText;
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float m_fFontSize;
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};
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#endif
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NS_CC_END
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#endif //__CCTEXTURE_CACHE_H__
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