GC模式重做
This commit is contained in:
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402e8a7f22
commit
fb389cce89
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@ -27,7 +27,7 @@ void e2d::Animate::setAnimation(Animation * animation)
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{
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if (animation && animation != _animation)
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{
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GC::release(_animation);
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GC::safeRelease(_animation);
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_animation = animation;
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_animation->retain();
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}
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@ -91,14 +91,14 @@ void e2d::Animate::reset()
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void e2d::Animate::onDestroy()
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{
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Action::onDestroy();
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GC::release(_animation);
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GC::safeRelease(_animation);
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}
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e2d::Animate * e2d::Animate::clone() const
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{
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if (_animation)
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{
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return Create<Animate>(_animation);
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return new (std::nothrow) Animate(_animation);
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}
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return nullptr;
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}
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@ -110,7 +110,7 @@ e2d::Animate * e2d::Animate::reverse() const
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auto animation = _animation->reverse();
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if (animation)
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{
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return Create<Animate>(animation);
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return new (std::nothrow) Animate(animation);
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}
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}
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return nullptr;
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@ -35,7 +35,7 @@ void e2d::Animation::onDestroy()
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{
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for (auto frame : _frames)
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{
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GC::release(frame);
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GC::safeRelease(frame);
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}
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}
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@ -68,7 +68,7 @@ const std::vector<e2d::Image*>& e2d::Animation::getFrames() const
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e2d::Animation * e2d::Animation::clone() const
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{
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auto animation = Create<Animation>(_interval);
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auto animation = new (std::nothrow) Animation(_interval);
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if (animation)
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{
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for (auto frame : _frames)
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@ -99,5 +99,5 @@ e2d::Animation * e2d::Animation::reverse() const
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}
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}
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return Create<Animation>(this->getInterval(), frames);
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return new (std::nothrow) Animation(this->getInterval(), frames);
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}
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@ -7,12 +7,12 @@ e2d::CallFunc::CallFunc(const Function& func) :
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e2d::CallFunc * e2d::CallFunc::clone() const
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{
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return Create<CallFunc>(_func);
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return new (std::nothrow) CallFunc(_func);
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}
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e2d::CallFunc * e2d::CallFunc::reverse() const
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{
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return Create<CallFunc>(_func);
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return new (std::nothrow) CallFunc(_func);
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}
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void e2d::CallFunc::_init()
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@ -8,12 +8,12 @@ e2d::Delay::Delay(double duration)
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e2d::Delay * e2d::Delay::clone() const
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{
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return Create<Delay>(_delay);
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return new (std::nothrow) Delay(_delay);
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}
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e2d::Delay * e2d::Delay::reverse() const
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{
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return Create<Delay>(_delay);
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return new (std::nothrow) Delay(_delay);
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}
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void e2d::Delay::reset()
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@ -11,12 +11,12 @@ e2d::JumpBy::JumpBy(double duration, const Vector2 & vec, double height, int jum
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e2d::JumpBy * e2d::JumpBy::clone() const
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{
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return Create<JumpBy>(_duration, _deltaPos, _height, _jumps);
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return new (std::nothrow) JumpBy(_duration, _deltaPos, _height, _jumps);
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}
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e2d::JumpBy * e2d::JumpBy::reverse() const
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{
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return Create<JumpBy>(_duration, -_deltaPos, _height, _jumps);
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return new (std::nothrow) JumpBy(_duration, -_deltaPos, _height, _jumps);
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}
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void e2d::JumpBy::_init()
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@ -9,7 +9,7 @@ e2d::JumpTo::JumpTo(double duration, const Point & pos, double height, int jumps
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e2d::JumpTo * e2d::JumpTo::clone() const
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{
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return Create<JumpTo>(_duration, _endPos, _height, _jumps);
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return new (std::nothrow) JumpTo(_duration, _endPos, _height, _jumps);
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}
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void e2d::JumpTo::_init()
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@ -23,7 +23,7 @@ e2d::Loop * e2d::Loop::clone() const
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{
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if (_action)
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{
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return Create<Loop>(_action->clone());
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return new (std::nothrow) Loop(_action->clone());
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}
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else
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{
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@ -35,7 +35,7 @@ e2d::Loop * e2d::Loop::reverse() const
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{
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if (_action)
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{
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return Create<Loop>(_action->clone());
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return new (std::nothrow) Loop(_action->clone());
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}
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else
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{
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@ -93,7 +93,7 @@ void e2d::Loop::reset()
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void e2d::Loop::onDestroy()
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{
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Action::onDestroy();
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GC::release(_action);
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GC::safeRelease(_action);
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}
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void e2d::Loop::_resetTime()
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@ -37,10 +37,10 @@ void e2d::MoveBy::_update()
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e2d::MoveBy * e2d::MoveBy::clone() const
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{
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return Create<MoveBy>(_duration, _deltaPos);
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return new (std::nothrow) MoveBy(_duration, _deltaPos);
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}
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e2d::MoveBy * e2d::MoveBy::reverse() const
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{
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return Create<MoveBy>(_duration, -_deltaPos);
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return new (std::nothrow) MoveBy(_duration, -_deltaPos);
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}
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@ -9,7 +9,7 @@ e2d::MoveTo::MoveTo(double duration, Point pos)
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e2d::MoveTo * e2d::MoveTo::clone() const
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{
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return Create<MoveTo>(_duration, _endPos);
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return new (std::nothrow) MoveTo(_duration, _endPos);
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}
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void e2d::MoveTo::_init()
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@ -30,10 +30,10 @@ void e2d::OpacityBy::_update()
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e2d::OpacityBy * e2d::OpacityBy::clone() const
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{
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return Create<OpacityBy>(_duration, _deltaVal);
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return new (std::nothrow) OpacityBy(_duration, _deltaVal);
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}
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e2d::OpacityBy * e2d::OpacityBy::reverse() const
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{
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return Create<OpacityBy>(_duration, -_deltaVal);
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return new (std::nothrow) OpacityBy(_duration, -_deltaVal);
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}
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@ -10,7 +10,7 @@ e2d::OpacityTo::OpacityTo(double duration, double opacity)
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e2d::OpacityTo * e2d::OpacityTo::clone() const
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{
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return Create<OpacityTo>(_duration, _endVal);
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return new (std::nothrow) OpacityTo(_duration, _endVal);
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}
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void e2d::OpacityTo::_init()
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@ -30,10 +30,10 @@ void e2d::RotateBy::_update()
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e2d::RotateBy * e2d::RotateBy::clone() const
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{
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return Create<RotateBy>(_duration, _deltaVal);
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return new (std::nothrow) RotateBy(_duration, _deltaVal);
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}
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e2d::RotateBy * e2d::RotateBy::reverse() const
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{
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return Create<RotateBy>(_duration, -_deltaVal);
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return new (std::nothrow) RotateBy(_duration, -_deltaVal);
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}
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@ -10,7 +10,7 @@ e2d::RotateTo::RotateTo(double duration, double rotation)
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e2d::RotateTo * e2d::RotateTo::clone() const
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{
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return Create<RotateTo>(_duration, _endVal);
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return new (std::nothrow) RotateTo(_duration, _endVal);
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}
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void e2d::RotateTo::_init()
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@ -39,10 +39,10 @@ void e2d::ScaleBy::_update()
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e2d::ScaleBy * e2d::ScaleBy::clone() const
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{
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return Create<ScaleBy>(_duration, _deltaX, _deltaY);
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return new (std::nothrow) ScaleBy(_duration, _deltaX, _deltaY);
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}
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e2d::ScaleBy * e2d::ScaleBy::reverse() const
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{
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return Create<ScaleBy>(_duration, -_deltaX, -_deltaY);
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return new (std::nothrow) ScaleBy(_duration, -_deltaX, -_deltaY);
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}
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@ -17,7 +17,7 @@ e2d::ScaleTo::ScaleTo(double duration, double scaleX, double scaleY)
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e2d::ScaleTo * e2d::ScaleTo::clone() const
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{
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return Create<ScaleTo>(_duration, _endScaleX, _endScaleY);
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return new (std::nothrow) ScaleTo(_duration, _endScaleX, _endScaleY);
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}
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void e2d::ScaleTo::_init()
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@ -35,7 +35,7 @@ void e2d::Sequence::onDestroy()
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Action::onDestroy();
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for (auto action : _actions)
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{
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GC::release(action);
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GC::safeRelease(action);
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}
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}
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@ -97,7 +97,7 @@ void e2d::Sequence::add(const std::vector<Action*>& actions)
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e2d::Sequence * e2d::Sequence::clone() const
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{
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auto sequence = Create<Sequence>();
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auto sequence = new (std::nothrow) Sequence();
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for (const auto& action : _actions)
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{
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if (action)
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@ -110,7 +110,7 @@ e2d::Sequence * e2d::Sequence::clone() const
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e2d::Sequence * e2d::Sequence::reverse() const
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{
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auto sequence = Create<Sequence>();
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auto sequence = new (std::nothrow) Sequence();
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if (sequence && !_actions.empty())
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{
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std::vector<Action*> newActions(_actions.size());
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@ -32,7 +32,7 @@ void e2d::Spawn::onDestroy()
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Action::onDestroy();
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for (auto action : _actions)
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{
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GC::release(action);
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GC::safeRelease(action);
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}
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}
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@ -95,7 +95,7 @@ void e2d::Spawn::add(const std::vector<Action*>& actions)
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e2d::Spawn * e2d::Spawn::clone() const
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{
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auto spawn = Create<Spawn>();
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auto spawn = new (std::nothrow) Spawn();
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for (const auto& action : _actions)
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{
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if (action)
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@ -108,7 +108,7 @@ e2d::Spawn * e2d::Spawn::clone() const
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e2d::Spawn * e2d::Spawn::reverse() const
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{
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auto spawn = Create<Spawn>();
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auto spawn = new (std::nothrow) Spawn();
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if (spawn && !_actions.empty())
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{
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std::vector<Action*> newActions(_actions.size());
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@ -5,6 +5,12 @@
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// GC 机制,用于自动销毁单例
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e2d::GC e2d::GC::_instance;
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e2d::GC::GC()
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: _notifyed(false)
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, _pool()
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{
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}
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e2d::GC::~GC()
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{
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// 删除所有单例
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@ -27,7 +33,8 @@ e2d::GC::~GC()
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// 调用 retain 函数保证该对象不被删除,并在不再使用时调用 release 函数
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void e2d::GC::update()
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{
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if (!_notifyed) return;
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if (!_notifyed)
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return;
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_notifyed = false;
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for (auto iter = _pool.begin(); iter != _pool.end();)
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@ -9,15 +9,13 @@ e2d::Game * e2d::Game::_instance = nullptr;
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e2d::Game::Game()
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: _ended(false)
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, _paused(false)
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, _config(nullptr)
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, _config()
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{
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CoInitialize(nullptr);
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}
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e2d::Game::~Game()
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{
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GC::release(_config);
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CoUninitialize();
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}
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@ -69,9 +67,9 @@ void e2d::Game::start(bool cleanup)
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if (Time::__isReady())
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{
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// 更新配置
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if (_config && _config->_unconfigured)
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if (_config._unconfigured)
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{
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_config->_update();
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_config._update();
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}
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input->update(); // 获取用户输入
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@ -79,13 +77,13 @@ void e2d::Game::start(bool cleanup)
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actionManager->update(); // 更新动作管理器
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sceneManager->update(); // 更新场景内容
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renderer->render(); // 渲染游戏画面
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gc->update(); // 刷新内存池
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Time::__updateLast(); // 刷新时间信息
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}
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else
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{
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Time::__sleep(); // 挂起线程
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gc->update(); // ˢĐÂÄÚ´ćłŘ
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}
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}
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@ -118,24 +116,14 @@ bool e2d::Game::isPaused()
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return _paused;
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}
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void e2d::Game::setConfig(Config * config)
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void e2d::Game::setConfig(const Config& config)
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{
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if (_config != config && config)
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{
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GC::release(_config);
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_config = config;
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_config->_unconfigured = true;
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GC::retain(_config);
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}
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_config._unconfigured = true;
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}
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e2d::Config * e2d::Game::getConfig()
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e2d::Config e2d::Game::getConfig() const
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{
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if (!_config)
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{
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_config = Create<Config>();
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GC::retain(_config);
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}
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return _config;
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}
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@ -236,8 +236,9 @@ double e2d::Input::getMouseDeltaZ()
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e2d::Listener * e2d::Input::addListener(const Function& func, const String& name, bool paused)
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{
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auto listener = Create<Listener>(func, name, paused);
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GC::retain(listener);
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auto listener = new (std::nothrow) Listener(func, name, paused);
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listener->autorelease();
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listener->retain();
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s_vListeners.push_back(listener);
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return listener;
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}
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@ -249,7 +250,7 @@ void e2d::Input::addListener(Listener * listener)
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auto iter = std::find(s_vListeners.begin(), s_vListeners.end(), listener);
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if (iter == s_vListeners.end())
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{
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GC::retain(listener);
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listener->retain();
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s_vListeners.push_back(listener);
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}
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}
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@ -262,7 +263,7 @@ void e2d::Input::removeListener(Listener * listener)
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auto iter = std::find(s_vListeners.begin(), s_vListeners.end(), listener);
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if (iter != s_vListeners.end())
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{
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GC::release(listener);
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GC::safeRelease(listener);
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s_vListeners.erase(iter);
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}
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}
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@ -354,7 +355,7 @@ void e2d::Input::__updateListeners()
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// Çå³ýÒÑÍ£Ö¹µÄ¼àÌýÆ÷
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if (listener->_stopped)
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{
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GC::release(listener);
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GC::safeRelease(listener);
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s_vListeners.erase(s_vListeners.begin() + i);
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}
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else
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@ -104,7 +104,7 @@ void e2d::Collision::__update(Node * active, Node * passive)
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// Çå³ýÒÑÍ£Ö¹µÄ¼àÌýÆ÷
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if (listener->_stopped)
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{
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GC::release(listener);
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GC::safeRelease(listener);
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s_vListeners.erase(s_vListeners.begin() + i);
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}
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else
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@ -121,8 +121,9 @@ void e2d::Collision::__update(Node * active, Node * passive)
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e2d::Listener * e2d::Collision::addListener(const Function& func, const String& name, bool paused)
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{
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auto listener = Create<Listener>(func, name, paused);
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GC::retain(listener);
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auto listener = new (std::nothrow) Listener(func, name, paused);
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listener->autorelease();
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listener->retain();
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s_vListeners.push_back(listener);
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return listener;
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}
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@ -134,7 +135,7 @@ void e2d::Collision::addListener(Listener * listener)
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auto iter = std::find(s_vListeners.begin(), s_vListeners.end(), listener);
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if (iter == s_vListeners.end())
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{
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GC::retain(listener);
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listener->retain();
|
||||
s_vListeners.push_back(listener);
|
||||
}
|
||||
}
|
||||
|
|
@ -147,7 +148,7 @@ void e2d::Collision::removeListener(Listener * listener)
|
|||
auto iter = std::find(s_vListeners.begin(), s_vListeners.end(), listener);
|
||||
if (iter != s_vListeners.end())
|
||||
{
|
||||
GC::release(listener);
|
||||
GC::safeRelease(listener);
|
||||
s_vListeners.erase(iter);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -7,6 +7,7 @@ e2d::Config::Config()
|
|||
, _soundEnabled(true)
|
||||
, _collisionEnabled(false)
|
||||
, _colliderVisiable(false)
|
||||
, _objectsAutoRelease(false)
|
||||
, _nodeDefColliderType(Collider::Type::None)
|
||||
, _unconfigured(true)
|
||||
{
|
||||
|
|
@ -30,6 +31,11 @@ void e2d::Config::setSoundEnabled(bool enabled)
|
|||
}
|
||||
}
|
||||
|
||||
void e2d::Config::setObjectsAutoReleaseEnabled(bool enabled)
|
||||
{
|
||||
_objectsAutoRelease = enabled;
|
||||
}
|
||||
|
||||
void e2d::Config::setCollisionEnabled(bool enabled)
|
||||
{
|
||||
_collisionEnabled = enabled;
|
||||
|
|
@ -63,6 +69,11 @@ bool e2d::Config::isSoundEnabled() const
|
|||
return _soundEnabled;
|
||||
}
|
||||
|
||||
bool e2d::Config::isObjectsAutoReleaseEnabled() const
|
||||
{
|
||||
return _objectsAutoRelease;
|
||||
}
|
||||
|
||||
bool e2d::Config::isCollisionEnabled() const
|
||||
{
|
||||
return _collisionEnabled;
|
||||
|
|
|
|||
|
|
@ -5,6 +5,10 @@
|
|||
e2d::Object::Object()
|
||||
: _refCount(0)
|
||||
{
|
||||
if (Game::getInstance()->getConfig().isObjectsAutoReleaseEnabled())
|
||||
{
|
||||
this->autorelease();
|
||||
}
|
||||
}
|
||||
|
||||
e2d::Object::~Object()
|
||||
|
|
|
|||
|
|
@ -6,16 +6,10 @@ e2d::Scene::Scene()
|
|||
: _autoUpdate(true)
|
||||
, _root(nullptr)
|
||||
{
|
||||
_root = Create<Node>();
|
||||
if (_root)
|
||||
{
|
||||
_root = new (std::nothrow) Node();
|
||||
_root->autorelease();
|
||||
_root->retain();
|
||||
_root->_setParentScene(this);
|
||||
}
|
||||
else
|
||||
{
|
||||
throw Exception(L"场景根节点构造失败");
|
||||
}
|
||||
}
|
||||
|
||||
e2d::Scene::~Scene()
|
||||
|
|
@ -26,7 +20,7 @@ void e2d::Scene::_render()
|
|||
{
|
||||
_root->_render();
|
||||
|
||||
if (Game::getInstance()->getConfig()->isColliderVisiable())
|
||||
if (Game::getInstance()->getConfig().isColliderVisiable())
|
||||
{
|
||||
// 恢复矩阵转换
|
||||
Renderer::getInstance()->getRenderTarget()->SetTransform(D2D1::Matrix3x2F::Identity());
|
||||
|
|
@ -91,5 +85,5 @@ e2d::Node * e2d::Scene::getRoot() const
|
|||
|
||||
void e2d::Scene::onDestroy()
|
||||
{
|
||||
GC::release(_root);
|
||||
GC::safeRelease(_root);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -200,7 +200,7 @@ void e2d::ActionManager::clearAllBindedWith(Node * target)
|
|||
auto a = _runningActions[i];
|
||||
if (a->getTarget() == target)
|
||||
{
|
||||
GC::release(a);
|
||||
GC::safeRelease(a);
|
||||
_runningActions.erase(_runningActions.begin() + i);
|
||||
}
|
||||
else
|
||||
|
|
|
|||
|
|
@ -43,7 +43,7 @@ void e2d::ColliderManager::clearAll()
|
|||
void e2d::ColliderManager::__updateCollider(e2d::Collider * pActiveCollider)
|
||||
{
|
||||
// 判断碰撞监听是否打开
|
||||
if (!Game::getInstance()->getConfig()->isCollisionEnabled())
|
||||
if (!Game::getInstance()->getConfig().isCollisionEnabled())
|
||||
return;
|
||||
|
||||
Node* pActiveNode = pActiveCollider->_parentNode;
|
||||
|
|
@ -100,7 +100,7 @@ void e2d::ColliderManager::__remove(Collider * pCollider)
|
|||
{
|
||||
if (_colliders[i] == pCollider)
|
||||
{
|
||||
GC::release(pCollider);
|
||||
GC::safeRelease(pCollider);
|
||||
_colliders.erase(_colliders.begin() + i);
|
||||
return;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -95,7 +95,7 @@ void e2d::SceneManager::clear()
|
|||
while (_scenes.size())
|
||||
{
|
||||
auto temp = _scenes.top();
|
||||
GC::release(temp);
|
||||
GC::safeRelease(temp);
|
||||
_scenes.pop();
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -32,13 +32,13 @@ e2d::Node::Node()
|
|||
, _positionFixed(false)
|
||||
, _colliderType(Collider::Type::None)
|
||||
{
|
||||
auto config = Game::getInstance()->getConfig();
|
||||
auto& config = Game::getInstance()->getConfig();
|
||||
// 设置默认中心点位置
|
||||
Point defPivot = config->getNodeDefaultPivot();
|
||||
Point defPivot = config.getNodeDefaultPivot();
|
||||
this->_pivotX = float(defPivot.x);
|
||||
this->_pivotY = float(defPivot.y);
|
||||
// 设置默认碰撞体类型
|
||||
this->setColliderType(config->getDefaultColliderType());
|
||||
this->setColliderType(config.getDefaultColliderType());
|
||||
}
|
||||
|
||||
e2d::Node::~Node()
|
||||
|
|
@ -573,11 +573,12 @@ void e2d::Node::setColliderType(Collider::Type type)
|
|||
case Collider::Type::Circle:
|
||||
case Collider::Type::Ellipse:
|
||||
{
|
||||
this->_collider = Create<Collider>();
|
||||
this->_collider->_parentNode = this;
|
||||
this->_collider->_recreate(type);
|
||||
_collider = new (std::nothrow) Collider();
|
||||
_collider->autorelease();
|
||||
_collider->_parentNode = this;
|
||||
_collider->_recreate(type);
|
||||
// 添加新的碰撞体
|
||||
ColliderManager::getInstance()->__add(this->_collider);
|
||||
ColliderManager::getInstance()->__add(_collider);
|
||||
}
|
||||
break;
|
||||
|
||||
|
|
@ -914,7 +915,7 @@ void e2d::Node::onDestroy()
|
|||
ColliderManager::getInstance()->__remove(_collider);
|
||||
for (auto child : _children)
|
||||
{
|
||||
GC::release(child);
|
||||
GC::safeRelease(child);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -46,7 +46,7 @@ bool e2d::Sprite::open(Image * image)
|
|||
{
|
||||
if (image)
|
||||
{
|
||||
GC::release(_image);
|
||||
GC::safeRelease(_image);
|
||||
_image = image;
|
||||
_image->retain();
|
||||
|
||||
|
|
@ -60,7 +60,8 @@ bool e2d::Sprite::open(const String& filePath)
|
|||
{
|
||||
if (!_image)
|
||||
{
|
||||
_image = Create<Image>();
|
||||
_image = new (std::nothrow) Image();
|
||||
_image->autorelease();
|
||||
_image->retain();
|
||||
}
|
||||
|
||||
|
|
@ -76,7 +77,8 @@ bool e2d::Sprite::open(int resNameId, const String& resType)
|
|||
{
|
||||
if (!_image)
|
||||
{
|
||||
_image = Create<Image>();
|
||||
_image = new (std::nothrow) Image();
|
||||
_image->autorelease();
|
||||
_image->retain();
|
||||
}
|
||||
|
||||
|
|
@ -128,5 +130,5 @@ void e2d::Sprite::onRender()
|
|||
void e2d::Sprite::onDestroy()
|
||||
{
|
||||
Node::onDestroy();
|
||||
GC::release(_image);
|
||||
GC::safeRelease(_image);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -33,7 +33,7 @@ e2d::String e2d::Path::getDataPath()
|
|||
{
|
||||
// 设置数据的保存路径
|
||||
String localAppDataPath = Path::getLocalAppDataPath();
|
||||
String gameName = Game::getInstance()->getConfig()->getGameName();
|
||||
String gameName = Game::getInstance()->getConfig().getGameName();
|
||||
if (!localAppDataPath.isEmpty() && !gameName.isEmpty())
|
||||
{
|
||||
_dataPath = localAppDataPath + L"\\Easy2DGameData\\" << gameName << L"\\";
|
||||
|
|
@ -54,7 +54,7 @@ e2d::String e2d::Path::getTempPath()
|
|||
{
|
||||
// 设置临时文件保存路径
|
||||
wchar_t path[_MAX_PATH];
|
||||
String gameName = Game::getInstance()->getConfig()->getGameName();
|
||||
String gameName = Game::getInstance()->getConfig().getGameName();
|
||||
|
||||
if (0 != ::GetTempPath(_MAX_PATH, path) && !gameName.isEmpty())
|
||||
{
|
||||
|
|
|
|||
|
|
@ -14,11 +14,11 @@ e2d::Player::Player()
|
|||
e2d::Player::~Player()
|
||||
{
|
||||
for (auto pair : _fileList)
|
||||
delete pair.second;
|
||||
pair.second->release();
|
||||
_fileList.clear();
|
||||
|
||||
for (auto pair : _resList)
|
||||
delete pair.second;
|
||||
pair.second->release();
|
||||
_resList.clear();
|
||||
|
||||
if (_masteringVoice)
|
||||
|
|
@ -70,18 +70,15 @@ bool e2d::Player::preload(const String& filePath)
|
|||
else
|
||||
{
|
||||
Music * music = new (std::nothrow) Music();
|
||||
music->autorelease();
|
||||
|
||||
if (music->open(filePath))
|
||||
{
|
||||
music->retain();
|
||||
music->setVolume(_volume);
|
||||
_fileList.insert(std::pair<UINT, Music *>(hash, music));
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
delete music;
|
||||
music = nullptr;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
|
@ -95,18 +92,15 @@ bool e2d::Player::preload(int resNameId, const String& resType)
|
|||
else
|
||||
{
|
||||
Music * music = new (std::nothrow) Music();
|
||||
music->autorelease();
|
||||
|
||||
if (music->open(resNameId, resType))
|
||||
{
|
||||
music->retain();
|
||||
music->setVolume(_volume);
|
||||
_resList.insert(std::pair<UINT, Music *>(resNameId, music));
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
delete music;
|
||||
music = nullptr;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
|
@ -271,13 +265,13 @@ void e2d::Player::clearCache()
|
|||
{
|
||||
for (auto pair : _fileList)
|
||||
{
|
||||
delete pair.second;
|
||||
pair.second->release();
|
||||
}
|
||||
_fileList.clear();
|
||||
|
||||
for (auto pair : _resList)
|
||||
{
|
||||
delete pair.second;
|
||||
pair.second->release();
|
||||
}
|
||||
_resList.clear();
|
||||
}
|
||||
|
|
|
|||
|
|
@ -29,8 +29,8 @@ bool e2d::Transition::isDone()
|
|||
|
||||
void e2d::Transition::onDestroy()
|
||||
{
|
||||
GC::release(_outScene);
|
||||
GC::release(_inScene);
|
||||
GC::safeRelease(_outScene);
|
||||
GC::safeRelease(_inScene);
|
||||
}
|
||||
|
||||
void e2d::Transition::_init(Scene * prev, Scene * next)
|
||||
|
|
|
|||
|
|
@ -42,11 +42,11 @@ public:
|
|||
|
||||
// 修改游戏配置
|
||||
void setConfig(
|
||||
Config * config
|
||||
const Config& config
|
||||
);
|
||||
|
||||
// 获取游戏配置
|
||||
Config * getConfig();
|
||||
Config getConfig() const;
|
||||
|
||||
private:
|
||||
Game();
|
||||
|
|
@ -58,7 +58,7 @@ private:
|
|||
private:
|
||||
bool _ended;
|
||||
bool _paused;
|
||||
Config* _config;
|
||||
Config _config;
|
||||
|
||||
static Game * _instance;
|
||||
};
|
||||
|
|
@ -521,19 +521,9 @@ public:
|
|||
// 获取 GC 实例
|
||||
static GC* getInstance();
|
||||
|
||||
// 保留对象
|
||||
template <typename Type>
|
||||
static inline void retain(Type*& p)
|
||||
{
|
||||
if (p != nullptr)
|
||||
{
|
||||
p->retain();
|
||||
}
|
||||
}
|
||||
|
||||
// 释放对象
|
||||
template <typename Type>
|
||||
static inline void release(Type*& p)
|
||||
static inline void safeRelease(Type*& p)
|
||||
{
|
||||
if (p != nullptr)
|
||||
{
|
||||
|
|
@ -557,7 +547,7 @@ public:
|
|||
void clear();
|
||||
|
||||
private:
|
||||
GC() {}
|
||||
GC();
|
||||
|
||||
~GC();
|
||||
|
||||
|
|
|
|||
159
core/e2dcommon.h
159
core/e2dcommon.h
|
|
@ -743,8 +743,7 @@ protected:
|
|||
class Game;
|
||||
|
||||
// 游戏配置
|
||||
class Config :
|
||||
public Object
|
||||
class Config
|
||||
{
|
||||
friend class Game;
|
||||
|
||||
|
|
@ -765,6 +764,12 @@ public:
|
|||
bool enabled
|
||||
);
|
||||
|
||||
// 打开或关闭自动回收 Easy2D 对象功能
|
||||
// 默认:关闭
|
||||
void setObjectsAutoReleaseEnabled(
|
||||
bool enabled
|
||||
);
|
||||
|
||||
// 打开或关闭碰撞监听
|
||||
// 默认:关闭
|
||||
void setCollisionEnabled(
|
||||
|
|
@ -795,6 +800,9 @@ public:
|
|||
// 获取声音打开状态
|
||||
bool isSoundEnabled() const;
|
||||
|
||||
// 获取 Easy2D 对象自动释放状态
|
||||
bool isObjectsAutoReleaseEnabled() const;
|
||||
|
||||
// 获取碰撞监听状态
|
||||
bool isCollisionEnabled() const;
|
||||
|
||||
|
|
@ -812,6 +820,7 @@ protected:
|
|||
|
||||
protected:
|
||||
bool _unconfigured;
|
||||
bool _objectsAutoRelease;
|
||||
bool _soundEnabled;
|
||||
bool _collisionEnabled;
|
||||
bool _colliderVisiable;
|
||||
|
|
@ -821,150 +830,4 @@ protected:
|
|||
};
|
||||
|
||||
|
||||
#if _MSC_VER > 1700
|
||||
|
||||
// 创建可自动回收内存的对象
|
||||
template <typename Type, typename... Args>
|
||||
inline Type * Create(Args&&... args)
|
||||
{
|
||||
auto newObj = new (std::nothrow) Type(std::forward<Args>(args)...);
|
||||
if (newObj)
|
||||
{
|
||||
newObj->autorelease();
|
||||
return newObj;
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
template <typename Type>
|
||||
inline Type * Create()
|
||||
{
|
||||
auto newObj = new (std::nothrow) Type();
|
||||
if (newObj) { newObj->autorelease(); return newObj; }
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
template <typename Type, typename Arg1>
|
||||
inline Type * Create(Arg1&& arg1)
|
||||
{
|
||||
auto newObj = new (std::nothrow) Type(std::forward<Arg1>(arg1));
|
||||
if (newObj) { newObj->autorelease(); return newObj; }
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
template <typename Type,
|
||||
typename Arg1,
|
||||
typename Arg2>
|
||||
inline Type * Create(
|
||||
Arg1&& arg1,
|
||||
Arg2&& arg2
|
||||
)
|
||||
{
|
||||
auto newObj = new (std::nothrow) Type(
|
||||
std::forward<Arg1>(arg1),
|
||||
std::forward<Arg2>(arg2)
|
||||
);
|
||||
if (newObj) { newObj->autorelease(); return newObj; }
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
template <typename Type,
|
||||
typename Arg1,
|
||||
typename Arg2,
|
||||
typename Arg3>
|
||||
inline Type * Create(
|
||||
Arg1&& arg1,
|
||||
Arg2&& arg2,
|
||||
Arg3&& arg3
|
||||
)
|
||||
{
|
||||
auto newObj = new (std::nothrow) Type(
|
||||
std::forward<Arg1>(arg1),
|
||||
std::forward<Arg2>(arg2),
|
||||
std::forward<Arg3>(arg3)
|
||||
);
|
||||
if (newObj) { newObj->autorelease(); return newObj; }
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
template <typename Type,
|
||||
typename Arg1,
|
||||
typename Arg2,
|
||||
typename Arg3,
|
||||
typename Arg4>
|
||||
inline Type * Create(
|
||||
Arg1&& arg1,
|
||||
Arg2&& arg2,
|
||||
Arg3&& arg3,
|
||||
Arg4&& arg4
|
||||
)
|
||||
{
|
||||
auto newObj = new (std::nothrow) Type(
|
||||
std::forward<Arg1>(arg1),
|
||||
std::forward<Arg2>(arg2),
|
||||
std::forward<Arg3>(arg3),
|
||||
std::forward<Arg4>(arg4)
|
||||
);
|
||||
if (newObj) { newObj->autorelease(); return newObj; }
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
template <typename Type,
|
||||
typename Arg1,
|
||||
typename Arg2,
|
||||
typename Arg3,
|
||||
typename Arg4,
|
||||
typename Arg5>
|
||||
inline Type * Create(
|
||||
Arg1&& arg1,
|
||||
Arg2&& arg2,
|
||||
Arg3&& arg3,
|
||||
Arg4&& arg4,
|
||||
Arg5&& arg5
|
||||
)
|
||||
{
|
||||
auto newObj = new (std::nothrow) Type(
|
||||
std::forward<Arg1>(arg1),
|
||||
std::forward<Arg2>(arg2),
|
||||
std::forward<Arg3>(arg3),
|
||||
std::forward<Arg4>(arg4),
|
||||
std::forward<Arg5>(arg5)
|
||||
);
|
||||
if (newObj) { newObj->autorelease(); return newObj; }
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
template <typename Type,
|
||||
typename Arg1,
|
||||
typename Arg2,
|
||||
typename Arg3,
|
||||
typename Arg4,
|
||||
typename Arg5,
|
||||
typename Arg6>
|
||||
inline Type * Create(
|
||||
Arg1&& arg1,
|
||||
Arg2&& arg2,
|
||||
Arg3&& arg3,
|
||||
Arg4&& arg4,
|
||||
Arg5&& arg5,
|
||||
Arg6&& arg6
|
||||
)
|
||||
{
|
||||
auto newObj = new (std::nothrow) Type(
|
||||
std::forward<Arg1>(arg1),
|
||||
std::forward<Arg2>(arg2),
|
||||
std::forward<Arg3>(arg3),
|
||||
std::forward<Arg4>(arg4),
|
||||
std::forward<Arg5>(arg5),
|
||||
std::forward<Arg6>(arg6)
|
||||
);
|
||||
if (newObj) { newObj->autorelease(); return newObj; }
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
}
|
||||
|
|
@ -95,6 +95,7 @@
|
|||
<ClCompile Include="..\..\core\Tool\Path.cpp" />
|
||||
<ClCompile Include="..\..\core\Tool\Player.cpp" />
|
||||
<ClCompile Include="..\..\core\Tool\Random.cpp" />
|
||||
<ClCompile Include="..\..\core\Tool\Task.cpp" />
|
||||
<ClCompile Include="..\..\core\Tool\Timer.cpp" />
|
||||
<ClCompile Include="..\..\core\Transition\BoxTransition.cpp" />
|
||||
<ClCompile Include="..\..\core\Transition\EmergeTransition.cpp" />
|
||||
|
|
|
|||
|
|
@ -236,6 +236,9 @@
|
|||
<ClCompile Include="..\..\core\Tool\Timer.cpp">
|
||||
<Filter>Tool</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\core\Tool\Task.cpp">
|
||||
<Filter>Tool</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\core\Transition\BoxTransition.cpp">
|
||||
<Filter>Transition</Filter>
|
||||
</ClCompile>
|
||||
|
|
|
|||
|
|
@ -239,6 +239,7 @@
|
|||
<ClCompile Include="..\..\core\Tool\Path.cpp" />
|
||||
<ClCompile Include="..\..\core\Tool\Player.cpp" />
|
||||
<ClCompile Include="..\..\core\Tool\Random.cpp" />
|
||||
<ClCompile Include="..\..\core\Tool\Task.cpp" />
|
||||
<ClCompile Include="..\..\core\Tool\Timer.cpp" />
|
||||
<ClCompile Include="..\..\core\Transition\BoxTransition.cpp" />
|
||||
<ClCompile Include="..\..\core\Transition\EmergeTransition.cpp" />
|
||||
|
|
|
|||
|
|
@ -236,6 +236,9 @@
|
|||
<ClCompile Include="..\..\core\Tool\Timer.cpp">
|
||||
<Filter>Tool</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\core\Tool\Task.cpp">
|
||||
<Filter>Tool</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\core\Transition\BoxTransition.cpp">
|
||||
<Filter>Transition</Filter>
|
||||
</ClCompile>
|
||||
|
|
|
|||
Loading…
Reference in New Issue