cocos2dx学习之CCTextureCache Life is but a span.
CCTextureCache原理大致分几步:
- 创建线程,用于后台加载
- 将对于需要加载的图片放入队列中
- callback函数设定,用于将加载完成的图片转为纹理,等待使用其调用是由CCTimer::update调用的。
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addImageAsyncCallBack函数在处理完纹理转换,还会调用addImageAsync传入的SEL_CallFuncO selector,实现用户加载图片纹理之后的具体处理。
voidCCTextureCache::addImageAsync(constchar *path, CCObject *target, SEL_CallFuncO selector){ CCAssert(path != NULL, "TextureCache: fileimage MUST not be NULL"); CCTexture2D *texture = NULL; // optimization std::string pathKey = path; CCFileUtils::ccRemoveHDSuffixFromFile(pathKey); pathKey = CCFileUtils::fullPathFromRelativePath(pathKey.c_str()); texture = m_pTextures->objectForKey(pathKey); //根据pathkey查看是否纹理已经加载过,如果已经有了,则不重复加载 std::string fullpath = pathKey; if (texture != NULL) { if (target && selector) { (target->*selector)(texture); } return; } if (target) { target->retain(); } // lazy init static bool firstRun = true; if (firstRun) { s_pAsyncStructQueue = new queue<AsyncStruct*>(); s_pImageQueue = new queue<ImageInfo*>(); pthread_mutex_init(&s_asyncStructQueueMutex, NULL); sem_init(&s_sem, 0, 0); pthread_mutex_init(&s_ImageInfoMutex, NULL); pthread_create(&s_loadingThread, NULL, loadImage, NULL);//创建新的线程,用于后台加载图片 //创建调度队列,用来根据已加载的图片进行纹理转换 CCScheduler::sharedScheduler()->scheduleSelector(schedule_selector(CCTextureCache::addImageAsyncCallBack), this, 0, false); need_quit = false; firstRun = false; } // generate async struct AsyncStruct *data = new AsyncStruct(); data->filename = fullpath.c_str(); data->target = target; data->selector = selector; // add async struct into queue pthread_mutex_lock(&s_asyncStructQueueMutex); s_pAsyncStructQueue->push(data);//将需要加载的图片放入队列中 pthread_mutex_unlock(&s_asyncStructQueueMutex); sem_post(&s_sem); }
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