A piece of code for loading and caching Skeleton Animation in IO task [Cocos2dx.3.17.2]

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 Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
 
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#include "HelloWorldScene.h"
#include "SimpleAudioEngine.h"
#include "spine/spine-cocos2dx.h"
#include "base/CCAsyncTaskPool.h"
#include  <mutex>

USING_NS_CC;
using namespace spine;

Scene* HelloWorld::createScene()
{
    return HelloWorld::create();
}


// Print useful error message instead of segfaulting when files are not there.
static void problemLoading(const char* filename)
{
    printf("Error while loading: %s\n", filename);
    printf("Depending on how you compiled you might have to add 'Resources/' in front of filenames in HelloWorldScene.cpp\n");
}
struct ImageData {
    std::string file;
    Data* data;
};
struct SkeletonCachedData {
    std::string* atlas;
    std::string* json;
    std::vector<ImageData> imagesData;
};
struct SkeletonLoadParam {
    std::string jsonFile;
    std::string atlasFile;
    SkeletonCachedData skeletonCachedData;
};

#define CACHE_SKELETON_IMAGE 1
class SkeletonCache {
public:
    static SkeletonCache * getInstance(){
        static SkeletonCache _instance;//c++11后静态变量的创建是线程安全的
        return &_instance;
    }
    
    SkeletonCachedData addSkeletonCachedData(const std::string& jsonFile, const std::string& atlasFile){
        SkeletonCachedData cachedData;
        
        std::lock_guard<std::mutex> lg(mtx);
        
        if(_atlasCache.find(atlasFile) == _atlasCache.end()){
            _atlasCache[atlasFile] = new std::string(FileUtils::getInstance()->getStringFromFile(atlasFile));//这个api是线程安全的
        }
        cachedData.atlas = _atlasCache[atlasFile];
        
        if(_jsonCache.find(jsonFile) == _jsonCache.end()){
            _jsonCache[jsonFile] = new std::string(FileUtils::getInstance()->getStringFromFile(jsonFile));
        }
        cachedData.json = _jsonCache[jsonFile];
        
        if(_imagesCache.find(atlasFile) == _imagesCache.end()){
            _imagesCache[atlasFile] = getImagesData(atlasFile, _atlasCache[atlasFile]);
        }
        cachedData.imagesData = _imagesCache[atlasFile];
        
        return cachedData;
    }
    
    void clearSkeletonCachedData(const std::string& jsonFile, const std::string& atlasFile){
        std::lock_guard<std::mutex> lg(mtx);
        
        auto atlasIter = _atlasCache.find(atlasFile);
        if(atlasIter != _atlasCache.end()) {
            delete atlasIter->second;
            _atlasCache.erase(atlasIter);
        }
        
        auto jsonIter = _jsonCache.find(jsonFile);
        if(jsonIter != _jsonCache.end()) {
            delete jsonIter->second;
            _jsonCache.erase(jsonIter);
        }
        
        auto imagesIter = _imagesCache.find(atlasFile);
        if(imagesIter != _imagesCache.end()){
            for(auto& imageData : imagesIter->second){
                delete imageData.data;
            }
            _imagesCache.erase(imagesIter);
        }
    }
    
    ~SkeletonCache(){
        std::lock_guard<std::mutex> lg(mtx);
        CCLOGWARN("The ~SkeletonCache shouldn't be called within game running!");
        
        for(auto it = _atlasCache.begin(); it != _atlasCache.end(); it++)
            delete it->second;
        
        for(auto it = _jsonCache.begin(); it != _jsonCache.end(); it++)
            delete it->second;
        
        for(auto it = _imagesCache.begin(); it != _imagesCache.end(); it++){
            for(auto& imageData : it->second){
                delete imageData.data;
            }
        }
    }
    
    static std::string getAtlasDir(const std::string& atlasFile){
        const char* path = atlasFile.c_str();
        const char* lastForwardSlash = strrchr(path, '/');
        const char* lastBackwardSlash = strrchr(path, '\\');
        const char* lastSlash = lastForwardSlash > lastBackwardSlash ? lastForwardSlash : lastBackwardSlash;
        if (lastSlash == path) lastSlash++; /* Never drop starting slash. */
        
        int dirLength = (int)(lastSlash ? lastSlash - path : 0);
        char *dir = (char*)malloc(sizeof(char) * (dirLength + 1));
    
        memcpy(dir, path, dirLength);
        dir[dirLength] = '\0';
        
        std::string sDir(dir);
        free(dir);
        
        return sDir;
    }
private:
    std::map<std::string, std::string*> _atlasCache;
    std::map<std::string, std::string*> _jsonCache;
    std::map<std::string, std::vector<ImageData>> _imagesCache;
    
    std::mutex mtx;
    
    typedef struct {
        const char* begin;
        const char* end;
    } spStr;
    
    //从atlas提取纹理
    std::vector<ImageData> getImagesData(const std::string& atlasFile, const std::string* atlas){
        std::vector<ImageData> imagesData;
        
        /* Get directory from atlas path. */
        const std::string dir = getAtlasDir(atlasFile);
        int length = (int)atlas->size();
        
        const char* begin = atlas->c_str();
        const char* end = begin + length;
        
        int dirLength = (int)dir.length();
        int needsSlash = dirLength > 0 && dir[dirLength - 1] != '/' && dir[dirLength - 1] != '\\';
        
        spStr str;
        bool page = false;
        while (readLine(&begin, end, &str)) {
            if (str.end - str.begin == 0) {
                page = false;
            }
            else if (!page) {
                page = true;
                
                char* name = mallocString(&str);
                char* path = (char*)malloc(sizeof(char) * (dirLength + needsSlash + strlen(name) + 1));
                memcpy(path, dir.c_str(), dirLength);
                if (needsSlash) path[dirLength] = '/';
                strcpy(path + dirLength + needsSlash, name);
                
                Data d = FileUtils::getInstance()->getDataFromFile(path);
                if(!d.isNull()){
                    ImageData imgData;
                    imgData.file = path;
                    imgData.data = new Data(std::move(d));
                    imagesData.push_back(imgData);;
                }else{
                    CCLOGERROR("Get imageData failled: %s", path);
                }

                free(path);
                free(name);
            }
        }
        
        return std::move(imagesData);
    }
    void trim(spStr* str) {
        while (isspace((unsigned char)*str->begin) && str->begin < str->end)
            (str->begin)++;
        if (str->begin == str->end) return;
        str->end--;
        while (isspace((unsigned char)*str->end) && str->end >= str->begin)
            str->end--;
        str->end++;
    }
    /* Tokenize string without modification. Returns 0 on failure. */
    int readLine(const char** begin, const char* end, spStr* str) {
        if (*begin == end) return 0;
        str->begin = *begin;

        /* Find next delimiter. */
        while (*begin != end && **begin != '\n')
            (*begin)++;

        str->end = *begin;
        trim(str);

        if (*begin != end) (*begin)++;
        return 1;
    }
    char* mallocString(spStr* str) {
        int length = (int)(str->end - str->begin);
        char* _string = (char*)malloc(sizeof(char) * (length + 1));
        memcpy(_string, str->begin, length);
        _string[length] = '\0';
        return _string;
    }
};

void createSkeletonAnimationAsync(const std::string& jsonFile, const std::string& atlasFile, const std::function<void(SkeletonAnimation*)>& callBack)
{
    SkeletonLoadParam* loadParam = new SkeletonLoadParam();
    loadParam->jsonFile = jsonFile;
    loadParam->atlasFile = atlasFile;
    
    AsyncTaskPool::getInstance()->enqueue(AsyncTaskPool::TaskType::TASK_IO,
        [callBack](void* param) {//cocos thread
            SkeletonLoadParam* loadParam = (SkeletonLoadParam*)param;
        
            for(auto imageData : loadParam->skeletonCachedData.imagesData){
                auto img = new Image();
                img->initWithImageData(imageData.data->getBytes(), imageData.data->getSize());
                Director::getInstance()->getTextureCache()->addImage(img, imageData.file);
            }
        
            std::string dir = SkeletonCache::getAtlasDir(loadParam->atlasFile);
            int length = (int)loadParam->skeletonCachedData.atlas->size();
            
            auto atlas = spAtlas_create(loadParam->skeletonCachedData.atlas->c_str(), length, dir.c_str(), NULL);
            CCLOG("texture id: %u",((Texture2D*)atlas->pages->rendererObject)->getName());
            auto attachmentLoader = Cocos2dAttachmentLoader_create(atlas);
            auto json = spSkeletonJson_createWithLoader(&attachmentLoader->super);
            auto skeletonData = spSkeletonJson_readSkeletonDataFile(json, loadParam->jsonFile.c_str());
            SkeletonAnimation* animation = SkeletonAnimation::createWithData(skeletonData);
            callBack(animation);
        
            spSkeletonJson_dispose(json);
            delete loadParam;
        },
        (void*)loadParam,
        [loadParam, atlasFile, jsonFile]() {
            auto skeletonCache = SkeletonCache::getInstance()->addSkeletonCachedData(jsonFile, atlasFile);
            loadParam->skeletonCachedData = skeletonCache;
        }
    );
}

// on "init" you need to initialize your instance
bool HelloWorld::init()
{
    //////////////////////////////
    // 1. super init first
    if ( !Scene::init() )
    {
        return false;
    }
    //test code
    createSkeletonAnimationAsync("welcome_back.json", "welcome_back.atlas", [this](SkeletonAnimation* am){
        auto winSize = Director::getInstance()->getWinSize();
        am->setAnchorPoint(Vec2::ANCHOR_MIDDLE);
        addChild(am);
        am->setPosition(winSize / 2);
        am->setAnimation(0, "2", true);
        am->setDebugBonesEnabled(true);
    });
    return true;
}


void HelloWorld::menuCloseCallback(Ref* pSender)
{
    //Close the cocos2d-x game scene and quit the application
    Director::getInstance()->end();

    /*To navigate back to native iOS screen(if present) without quitting the application  ,do not use Director::getInstance()->end() as given above,instead trigger a custom event created in RootViewController.mm as below*/

    //EventCustom customEndEvent("game_scene_close_event");
    //_eventDispatcher->dispatchEvent(&customEndEvent);


}

posted @ 2023-10-25 14:12  GameSprite  阅读(14)  评论(0编辑  收藏  举报