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。


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。