cocos2d-x基础知识(八)CCTextureCache的多线程加载原理和使用

做引擎的时候,遇到一个texture的异步加载,这里将具体的原理和使用方法贴出来,后面根据浏览器的特性做修改移植。 
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;
	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);
}
 从上述代码分析可以看出其过程:
1.创建线程,用于后台加载
2. 将对于需要加载的图片放入队列中
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。
使用例子:
CCTextureCache::sharedTextureCache()->addImageAsync("Images/blocks.png", this, callfuncO_selector(TextureCacheTest::loadingCallBack)); 
 loadingCallBack函数就是使用异步加载完之后的用户可以自处理结果,比如初始化一个sprite,用这个纹理贴出来。

摘自:http://www.cnblogs.com/SeanLin/archive/2012/03/15/2398190.html</imageinfo></asyncstruct>

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