56 lines
		
	
	
		
			1.1 KiB
		
	
	
	
		
			C++
		
	
	
	
			
		
		
	
	
			56 lines
		
	
	
		
			1.1 KiB
		
	
	
	
		
			C++
		
	
	
	
| #include "..\e2dmanager.h"
 | ||
| #include "..\e2dbase.h"
 | ||
| 
 | ||
| // ObjectManager 释放池的实现机制:
 | ||
| // Object 类中的引用计数(_nRefCount)在一定程度上保证了指针的使用安全
 | ||
| // 它记录了对象被使用的次数,当计数为 0 时,ObjectManager 会自动释放这个对象
 | ||
| // 所有的 Object 对象都应在被使用时(例如 Text 添加到了场景中)
 | ||
| // 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
 | ||
| 
 | ||
| // 对象管理池
 | ||
| static std::set<e2d::Object*> s_vObjectPool;
 | ||
| // 标志释放池执行状态
 | ||
| static bool s_bNotifyed = false;
 | ||
| 
 | ||
| void e2d::ObjectManager::__update()
 | ||
| {
 | ||
| 	if (!s_bNotifyed) return;
 | ||
| 
 | ||
| 	s_bNotifyed = false;
 | ||
| 	for (auto iter = s_vObjectPool.begin(); iter != s_vObjectPool.end();)
 | ||
| 	{
 | ||
| 		if ((*iter)->getRefCount() <= 0)
 | ||
| 		{
 | ||
| 			(*iter)->onDestroy();
 | ||
| 			delete (*iter);
 | ||
| 			iter = s_vObjectPool.erase(iter);
 | ||
| 		}
 | ||
| 		else
 | ||
| 		{
 | ||
| 			iter++;
 | ||
| 		}
 | ||
| 	}
 | ||
| }
 | ||
| 
 | ||
| void e2d::ObjectManager::__clear()
 | ||
| {
 | ||
| 	for (auto pObj : s_vObjectPool)
 | ||
| 	{
 | ||
| 		delete pObj;
 | ||
| 	}
 | ||
| 	s_vObjectPool.clear();
 | ||
| }
 | ||
| 
 | ||
| void e2d::ObjectManager::__add(e2d::Object * pObject)
 | ||
| {
 | ||
| 	if (pObject)
 | ||
| 	{
 | ||
| 		s_vObjectPool.insert(pObject);
 | ||
| 	}
 | ||
| }
 | ||
| 
 | ||
| void e2d::ObjectManager::flush()
 | ||
| {
 | ||
| 	s_bNotifyed = true;
 | ||
| }
 |