cocos2d-x游戏开发(六)自动释放池
上一篇文章写了引用计数和自动释放的大概流程,其中略过了自动释放池,这里简单述说。
前面提到CCObject的autorelease函数
#include "CCAutoreleasePool.h"#include "ccMacros.h"NS_CC_BEGIN// 自动释放池管理员实例static CCPoolManager* s_pPoolManager = NULL;CCAutoreleasePool::CCAutoreleasePool(void){ m_pManagedObjectArray = new CCArray(); // 自动释放的对象放在这个Array里面 m_pManagedObjectArray->init();}CCAutoreleasePool::~CCAutoreleasePool(void){ CC_SAFE_DELETE(m_pManagedObjectArray);}void CCAutoreleasePool::addObject(CCObject* pObject){ m_pManagedObjectArray->addObject(pObject);// 实质上的添加函数,加到对象管理数组里面 CCAssert(pObject->m_uReference > 1, "reference count should be greater than 1");//断言 ++(pObject->m_uAutoReleaseCount); pObject->release(); // no ref count, in this case autorelease pool added.}void CCAutoreleasePool::removeObject(CCObject* pObject){ for (unsigned int i = 0; i < pObject->m_uAutoReleaseCount; ++i) { m_pManagedObjectArray->removeObject(pObject, false); }}void CCAutoreleasePool::clear(){ if(m_pManagedObjectArray->count() > 0) { //CCAutoreleasePool* pReleasePool;#ifdef _DEBUG int nIndex = m_pManagedObjectArray->count() - 1;#endif CCObject* pObj = NULL; CCARRAY_FOREACH_REVERSE(m_pManagedObjectArray, pObj) { if(!pObj) break; --(pObj->m_uAutoReleaseCount); //(*it)->release(); //delete (*it);#ifdef _DEBUG nIndex--;#endif } m_pManagedObjectArray->removeAllObjects(); }}//--------------------------------//// CCPoolManager////--------------------------------CCPoolManager* CCPoolManager::sharedPoolManager()// 获取管理员实例{ if (s_pPoolManager == NULL) { s_pPoolManager = new CCPoolManager();// 如果没有实例,调构造函数 } return s_pPoolManager;}void CCPoolManager::purgePoolManager(){ CC_SAFE_DELETE(s_pPoolManager);}CCPoolManager::CCPoolManager(){ m_pReleasePoolStack = new CCArray(); // 栈结构,管理自动释放池 m_pReleasePoolStack->init(); m_pCurReleasePool = 0;}CCPoolManager::~CCPoolManager(){ finalize(); // we only release the last autorelease pool here m_pCurReleasePool = 0; m_pReleasePoolStack->removeObjectAtIndex(0); CC_SAFE_DELETE(m_pReleasePoolStack);}void CCPoolManager::finalize(){ if(m_pReleasePoolStack->count() > 0) { //CCAutoreleasePool* pReleasePool; CCObject* pObj = NULL; CCARRAY_FOREACH(m_pReleasePoolStack, pObj) //遍历对象池栈,清空所有对象池 { if(!pObj) break; CCAutoreleasePool* pPool = (CCAutoreleasePool*)pObj; pPool->clear(); } }}void CCPoolManager::push() //管理员的push方法,将对象池栈压栈。当前对象池为NULL时才调用push函数{ CCAutoreleasePool* pPool = new CCAutoreleasePool(); //ref = 1 m_pCurReleasePool = pPool; m_pReleasePoolStack->addObject(pPool); //ref = 2 pPool->release(); //ref = 1}void CCPoolManager::pop() // 管理员的pop方法,将对象池栈弹栈,其实就是释放对象{ if (! m_pCurReleasePool) { return; } int nCount = m_pReleasePoolStack->count(); m_pCurReleasePool->clear(); if(nCount > 1) { m_pReleasePoolStack->removeObjectAtIndex(nCount-1);// if(nCount > 1)// {// m_pCurReleasePool = m_pReleasePoolStack->objectAtIndex(nCount - 2);// return;// } m_pCurReleasePool = (CCAutoreleasePool*)m_pReleasePoolStack->objectAtIndex(nCount - 2); } /*m_pCurReleasePool = NULL;*/}void CCPoolManager::removeObject(CCObject* pObject){ CCAssert(m_pCurReleasePool, "current auto release pool should not be null"); m_pCurReleasePool->removeObject(pObject);}void CCPoolManager::addObject(CCObject* pObject){ getCurReleasePool()->addObject(pObject);// 将对象添加到当前的对象池}CCAutoreleasePool* CCPoolManager::getCurReleasePool() // 获取当前对象池,{ if(!m_pCurReleasePool) { push();// 对象池由一个栈维护。当前对象池为空,则push一下,push函数会new一个对象池,然后添加到栈里 } CCAssert(m_pCurReleasePool, "current auto release pool should not be null"); return m_pCurReleasePool;}NS_CC_END
一个对象添加到自动释放池后在什么时机被释放,这里不写了。后面有机会再写。