Cocos2d-x3.2 TextureCache类异步载入功能解说

本文TextureCache类异步载入功能的代码抽出,总共代码就200多行。感兴趣能够看看。

研究这个主要是由于项目中须要异步插入数据,但之前的方法在Android上总是崩溃所以想到TextureCache有异步载入的功能就将其抽出了。

原文地址:http://blog.csdn.net/qqmcy/article/details/39890837

代码下载:http://download.csdn.net/detail/qqmcy/8011589


首先。创建AsyncTaskTime类,主要模拟一个费时的方法

AsyncTaskTime.h

#include "cocos2d.h"

USING_NS_CC;

class AsyncTaskTime
{
public:
    
    //模拟一个费时操作
    bool initWithImageFileThreadSafe(const std::string &filename);
    
    
};

AsyncTaskTime.cpp

//
//  AsyncTaskTime.cpp
//  cpp4
//
//  Created by 杜甲 on 10/8/14.
//
//

#include "AsyncTaskTime.h"

bool AsyncTaskTime::initWithImageFileThreadSafe(const std::string &filename)
{
    std::this_thread::sleep_for(std::chrono::milliseconds(3000));
    return true;
}

创建异步载入功能类

AsyncTest.h

//
//  AsyncTest.h
//  cpp4
//
//  Created by 杜甲 on 10/8/14.
//
//

#ifndef __cpp4__AsyncTest__
#define __cpp4__AsyncTest__

#include "cocos2d.h"
#include "AsyncTaskTime.h"

using namespace std;

USING_NS_CC;
class AsyncTest : public Ref
{
public:
    CREATE_FUNC(AsyncTest);
    
    virtual bool init();
    
    AsyncTest();
    
    // 异步载入
    void addImageAsync(const string &path , const function<void(AsyncTaskTime *)> &callback);
private:
    
    void addImageAsyncCallback(float dt);
    //载入数据
    void loadImage();
    
public:
    struct AsyncStruct
    {
    public:
        AsyncStruct(const string &fn , function<void(AsyncTaskTime *)> f): filename(fn) , callback(f){};
        
        string filename;
        function<void(AsyncTaskTime *)> callback;
    };
    
protected:
    
    typedef struct
    {
        AsyncStruct *asyncStruct;
        AsyncTaskTime *image;
    }ImageInfo;
    
    
    thread *_loadingThread;
    queue<AsyncStruct *>        *_asyncStructQueue;
    deque<ImageInfo *>          *_ImageInfoQueue;
    
    mutex                       _asyncStructQueueMutex;
    mutex                       _imageInfoMutex;
    
    mutex                       _sleepMutex;
    condition_variable          _sleepCondition;
    
    bool                        _needQuit;
    int                         _asyncRefCount;
    unordered_map<std::string , AsyncTaskTime* > _textures;
    
    
    
    
};

#endif /* defined(__cpp4__AsyncTest__) */

AsyncTest.cpp

//
//  AsyncTest.cpp
//  cpp4
//
//  Created by 杜甲 on 10/8/14.
//
//

#include "AsyncTest.h"

AsyncTest::AsyncTest()
: _loadingThread(nullptr)
, _asyncStructQueue(nullptr)
, _ImageInfoQueue(nullptr)
, _needQuit(false)
, _asyncRefCount(0)
{
    
}

bool AsyncTest::init()
{
    return true;
}

void AsyncTest::addImageAsync(const string &path, const function<void (AsyncTaskTime *)> &callback)
{
    AsyncTaskTime *texture = nullptr;
    
    auto it = _textures.find(path);
    if (it != _textures.end()) {
        texture = it->second;
    }
    
    if (texture != nullptr) {
        callback(texture);
        return;
    }
    
    if (_asyncStructQueue == nullptr) {
        _asyncStructQueue = new queue<AsyncStruct *>();
        _ImageInfoQueue = new deque<ImageInfo *>();
        
        _loadingThread = new thread(&AsyncTest::loadImage , this);
        
        _needQuit = false;
    }
    
    if (0 == _asyncRefCount) {
        Director::getInstance()->getScheduler()->schedule(schedule_selector(AsyncTest::addImageAsyncCallback), this, 0, false);
    }
    
    ++_asyncRefCount;
    
    auto data = new AsyncStruct(path , callback);
    
    _asyncStructQueueMutex.lock();
    _asyncStructQueue->push(data);
    _asyncStructQueueMutex.unlock();
    
    _sleepCondition.notify_one(); //将等待 condition_variable 对象的当中一个线程解除堵塞。

} void AsyncTest::loadImage() { AsyncStruct *asyncStruct = nullptr; while (true) { queue<AsyncStruct *> *pQueue = _asyncStructQueue; _asyncStructQueueMutex.lock(); if (pQueue->empty()) { } else{ asyncStruct = pQueue->front(); pQueue->pop(); _asyncStructQueueMutex.unlock(); } AsyncTaskTime *image = nullptr; bool generateImage = false; auto it = _textures.find(asyncStruct->filename); if (it == _textures.end()) { _imageInfoMutex.lock(); ImageInfo *imageInfo; size_t pos = 0; size_t infoSize = _ImageInfoQueue->size(); for (; pos < infoSize; pos++) { imageInfo = (*_ImageInfoQueue)[pos]; if (imageInfo->asyncStruct->filename.compare(asyncStruct->filename) == 0) break; } _imageInfoMutex.unlock(); if (infoSize == 0 || pos == infoSize) generateImage = true; } if (generateImage) { const string &filename = asyncStruct->filename; image = new AsyncTaskTime(); if (image && !image->initWithImageFileThreadSafe(filename)) { continue; } } auto imageInfo = new ImageInfo(); imageInfo->asyncStruct = asyncStruct; imageInfo->image = image; _imageInfoMutex.lock(); _ImageInfoQueue->push_back(imageInfo); _imageInfoMutex.unlock(); } if (_asyncStructQueue != nullptr) { delete _asyncStructQueue; _asyncStructQueue = nullptr; delete _ImageInfoQueue; _ImageInfoQueue = nullptr; } } void AsyncTest::addImageAsyncCallback(float dt) { deque<ImageInfo *> *imagesQueue = _ImageInfoQueue; _imageInfoMutex.lock(); if (imagesQueue->empty()) { _imageInfoMutex.unlock(); } else{ auto imageInfo = imagesQueue->front(); imagesQueue->pop_front(); _imageInfoMutex.unlock(); auto asyncStruct = imageInfo->asyncStruct; auto image = imageInfo->image; if (asyncStruct->callback) { asyncStruct->callback(image); } --_asyncRefCount; if (0 == _asyncRefCount) { Director::getInstance()->getScheduler()->unschedule(schedule_selector(AsyncTest::addImageAsyncCallback), this); } } }



调用:

HelloWorldScene.h  

#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__

#include "cocos2d.h"
#include "AsyncTest.h"
USING_NS_CC;


class HelloWorld : public cocos2d::Layer
{
public:
    // Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone
    
    HelloWorld();
    
    virtual bool init();  

    // there's no 'id' in cpp, so we recommend returning the class instance pointer
    static cocos2d::Scene* scene();
    
   
    
    // implement the "static node()" method manually
    CREATE_FUNC(HelloWorld);
    
    
private:
    Size winSize;
    //这里加入一个回调方法
    void loadCallback1(AsyncTaskTime *time);
    
};

#endif // __HELLOWORLD_SCENE_H__

HelloWorldScene.cpp

// on "init" you need to initialize your instance
bool HelloWorld::init()
{
    //////////////////////////////
    // 1. super init first
    if ( !Layer::init() )
    {
        return false;
    }
    
    auto as = AsyncTest::create();
    as->retain();
    as->addImageAsync("test", CC_CALLBACK_1(HelloWorld::loadCallback1, this));
    
    
    
       
    return true;
}

void HelloWorld::loadCallback1(AsyncTaskTime *time)
{
    
    log("载入完毕");
    
}


控制台:

cocos2d: 载入完毕


这样我们就将TextureCache中

 virtual void addImageAsync(conststd::string &filepath, const std::function<void(Texture2D*)>& callback);

这个异步载入数据的功能实现了。















原文地址:https://www.cnblogs.com/hrhguanli/p/5073877.html