cocos2d-x中CCTextureCache图片资源的异步加载
如果没有预先加载图片,则可以通过addImageAsync()函数实现异步加载,该函数通过创建一个加载线程来加载图片,并且在主线程中通过调用回调函数来读取该图片资源纹理。其主要过程如下:
1.创建线程,用于后台加载图片
2.将对于需要加载的图片放入图片资源队列中
3.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。
4.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。
void addImageAsync(const char *path, CCObject *target, SEL_CallFuncO selector);
函数实现过程如下:
void CCTextureCache::addImageAsync(const char *path, CCObject *target, SEL_CallFuncO selector)
{
CCAssert(path != NULL, “TextureCache: fileimage MUST not be NULL”);
CCTexture2D *texture = NULL;
// optimization
std::string pathKey = path;
pathKey = CCFileUtils::sharedFileUtils()->fullPathFromRelativePath(pathKey.c_str());
texture = (CCTexture2D*)m_pTextures->objectForKey(pathKey.c_str());
std::string fullpath = pathKey;
if (texture != NULL)
{
if (target && selector)
{
(target->*selector)(texture);
}
return;
}
// lazy init
if (s_pSem == NULL)
{
#if CC_ASYNC_TEXTURE_CACHE_USE_NAMED_SEMAPHORE
s_pSem = sem_open(CC_ASYNC_TEXTURE_CACHE_SEMAPHORE, O_CREAT, 0644, 0);
if( s_pSem == SEM_FAILED )
{
CCLOG( “CCTextureCache async thread semaphore init error: %s\n”, strerror( errno ) );
s_pSem = NULL;
return;
}
#else
int semInitRet = sem_init(&s_sem, 0, 0);
if( semInitRet < 0 )
{
CCLOG( “CCTextureCache async thread semaphore init error: %s\n”, strerror( errno ) );
return;
}
s_pSem = &s_sem;
#endif
//创建一个异步信息队列
s_pAsyncStructQueue = new queue<AsyncStruct*>();
//创建一个图片资源队列
s_pImageQueue = new queue<ImageInfo*>();
pthread_mutex_init(&s_asyncStructQueueMutex, NULL);
pthread_mutex_init(&s_ImageInfoMutex, NULL);
//创建加载图片资源线程,用于加载图片
pthread_create(&s_loadingThread, NULL, loadImage, NULL);
need_quit = false;
}
if (0 == s_nAsyncRefCount)
{
//创建调度队列,用来根据已加载图片来进行纹理转换
CCDirector::sharedDirector()->getScheduler()->scheduleSelector(schedule_selector(CCTextureCache::addImageAsyncCallBack), this, 0, false);
}
++s_nAsyncRefCount;
if (target)
{
target->retain();
}
// 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);
//将需要加载的图片放入异步信息队列
s_pAsyncStructQueue->push(data);
pthread_mutex_unlock(&s_asyncStructQueueMutex);
sem_post(s_pSem);
}
创建图片资源
static void* loadImage(void* data)
{
// create autorelease pool for iOS
CCThread thread;
thread.createAutoreleasePool();
AsyncStruct *pAsyncStruct = NULL;
while (true)
{
// wait for rendering thread to ask for loading if s_pAsyncStructQueue is empty
int semWaitRet = sem_wait(s_pSem);
if( semWaitRet < 0 )
{
CCLOG( “CCTextureCache async thread semaphore error: %s\n”, strerror( errno ) );
break;
}
//从异步信息队列中取出
std::queue<AsyncStruct*> *pQueue = s_pAsyncStructQueue;
pthread_mutex_lock(&s_asyncStructQueueMutex);// get async struct from queue
if (pQueue->empty())
{
pthread_mutex_unlock(&s_asyncStructQueueMutex);
if (need_quit)
break;
else
continue;
}
else
{
pAsyncStruct = pQueue->front();
pQueue->pop();
pthread_mutex_unlock(&s_asyncStructQueueMutex);
}
const char *filename = pAsyncStruct->filename.c_str();
// compute image type
CCImage::EImageFormat imageType = computeImageFormatType(pAsyncStruct->filename);
if (imageType == CCImage::kFmtUnKnown)
{
CCLOG(“unsupported format %s”,filename);
delete pAsyncStruct;
continue;
}
//创建图片资源
CCImage *pImage = new CCImage();
if (! pImage->initWithImageFileThreadSafe(filename, imageType))
{
delete pImage;
CCLOG(“can not load %s”, filename);
continue;
}
// 创建图片资源信息
ImageInfo *pImageInfo = new ImageInfo();
pImageInfo->asyncStruct = pAsyncStruct;
pImageInfo->image = pImage;
pImageInfo->imageType = imageType;
// 把图片资源加入图片资源队列
pthread_mutex_lock(&s_ImageInfoMutex);
s_pImageQueue->push(pImageInfo);
pthread_mutex_unlock(&s_ImageInfoMutex);
}
if( s_pSem != NULL )
{
#if CC_ASYNC_TEXTURE_CACHE_USE_NAMED_SEMAPHORE
sem_unlink(CC_ASYNC_TEXTURE_CACHE_SEMAPHORE);
sem_close(s_pSem);
#else
sem_destroy(s_pSem);
#endif
s_pSem = NULL;
delete s_pAsyncStructQueue;
delete s_pImageQueue;
}
return 0;
}
创建图片纹理
void CCTextureCache::addImageAsyncCallBack(float dt)
{
// 从图片资源队列中取出
std::queue<ImageInfo*> *imagesQueue = s_pImageQueue;
pthread_mutex_lock(&s_ImageInfoMutex);
if (imagesQueue->empty())
{
pthread_mutex_unlock(&s_ImageInfoMutex);
}
else
{
ImageInfo *pImageInfo = imagesQueue->front();
imagesQueue->pop();
pthread_mutex_unlock(&s_ImageInfoMutex);
AsyncStruct *pAsyncStruct = pImageInfo->asyncStruct;
CCImage *pImage = pImageInfo->image;
CCObject *target = pAsyncStruct->target;
SEL_CallFuncO selector = pAsyncStruct->selector;
const char* filename = pAsyncStruct->filename.c_str();
// 创建2D纹理
CCTexture2D *texture = new CCTexture2D();
#if 0 //TODO: (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
texture->initWithImage(pImage, kCCResolutioniPhone);
#else
texture->initWithImage(pImage);
#endif
#if CC_ENABLE_CACHE_TEXTURE_DATA
// cache the texture file name
VolatileTexture::addImageTexture(texture, filename, pImageInfo->imageType);
#endif
// 加入缓存
m_pTextures->setObject(texture, filename);
texture->autorelease();
if (target && selector)
{
(target->*selector)(texture);
target->release();
}
pImage->release();
delete pAsyncStruct;
delete pImageInfo;
–s_nAsyncRefCount;
if (0 == s_nAsyncRefCount)
{
CCDirector::sharedDirector()->getScheduler()->unscheduleSelector(schedule_selector(CCTextureCache::addImageAsyncCallBack), this);
}
}
}