
官方的开发文档就是坑
http://cn.cocos2d-x.org/article/index?type=cocos2d-x&url=/doc/cocos-docs-master/manual/framework/native/v2/memory/texture-cache/zh.md
就不能提供个版本号?
3.x中纹理缓存的实列获取改为了
Director::getInstance()->getTextureCache()
Director头文件中把TextureCache当成了一个保护成员变量
//texture cache belongs to this director
TextureCache *_textureCache;
Director关于TextureCache的函数有四个
<span >TextureCache* Director::getTextureCache() const{ return _textureCache;//返回TextureCache实列对象}voID Director::initTextureCache()//这个是初始化TextureCache,在Director::init()里调用{#ifdef EMSCRIPTEN _textureCache = new (std::nothrow) TextureCacheEmscripten();#else _textureCache = new (std::nothrow) TextureCache();#endif // EMSCRIPTEN}voID Director::destroyTextureCache()//这个应该是销毁函数,在purgeDirector()里调用,我感觉怎么是向线程的延时,没看太懂{ //purgeDirector()是在displaylinkDirector里调用,这个类继承于Director if (_textureCache) { _textureCache->waitForQuit(); CC_SAFE_RELEASE_NulL(_textureCache); }}voID Director::purgeCachedData(voID)//这个是清空无用的缓存{ FontFNT::purgeCachedData();//1 FontAtlasCache::purgeCachedData();//2 if (s_SharedDirector->getopenGLVIEw()) { SpriteFrameCache::getInstance()->removeUnusedSpriteFrames();//3 _textureCache->removeUnusedTextures();//4 // Note: some tests such as ActionsTest are leaking refcounted textures // There should be no test textures left in the cache log("%s\n",_textureCache->getCachedTextureInfo().c_str()); } fileUtils::getInstance()->purgeCachedEntrIEs();//5}</span>真正用到的应该是Director::getInstance()->getTextureCache()
关于TextureCache类的方法
<span >voID TextureCache::addImageAsync(const std::string &path,const std::function<voID(Texture2D*)>& callback)//异步加载方式,第一个是文件路径,第二个是回调函数{ Texture2D *texture = nullptr; std::string fullpath = fileUtils::getInstance()->fullPathForfilename(path); auto it = _textures.find(fullpath); if( it != _textures.end() ) texture = it->second; if (texture != nullptr) { callback(texture); return; } // lazy init if (_asyncStructQueue == nullptr) { _asyncStructQueue = new queue<AsyncStruct*>(); _imageInfoQueue = new deque<ImageInfo*>(); // create a new thread to load images _loadingThread = new std::thread(&TextureCache::loadImage,this); _needQuit = false; } if (0 == _asyncRefCount) { Director::getInstance()->getScheduler()->schedule(CC_SCHEDulE_SELECTOR(TextureCache::addImageAsyncCallBack),this,false); } ++_asyncRefCount; // generate async struct AsyncStruct *data = new (std::nothrow) AsyncStruct(fullpath,callback); // add async struct into queue _asyncStructQueueMutex.lock(); _asyncStructQueue->push(data); _asyncStructQueueMutex.unlock(); _sleepCondition.notify_one();}关于addImage</span> a:Texture2D * TextureCache::addImage(const std::string &path)b:Texture2D* TextureCache::addImage(Image *image,const std::string &key)对a来说默认的key是文件名称对b来说可以自定义keya和b这两种方式都返回加载好的纹理,所以要进行用Texture2D类型的变量进行赋值。回收可以用voID TextureCache::removeTexture(Texture2D* texture)或voID TextureCache::removeTextureForKey(const std::string &textureKeyname)来进行获取可以用Texture2D* TextureCache::getTextureForKey(const std::string &textureKeyname) const
SpriteFrame的用法基本没变。
技术比较水,努力中
总结以上是内存溢出为你收集整理的cocos2d 3.x 纹理缓存全部内容,希望文章能够帮你解决cocos2d 3.x 纹理缓存所遇到的程序开发问题。
如果觉得内存溢出网站内容还不错,欢迎将内存溢出网站推荐给程序员好友。
欢迎分享,转载请注明来源:内存溢出
微信扫一扫
支付宝扫一扫
评论列表(0条)