56 lines
1.1 KiB
C++
56 lines
1.1 KiB
C++
#include "..\e2dmanager.h"
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#include "..\e2dbase.h"
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// ObjectManager 释放池的实现机制:
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// 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
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// 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
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// 所有的 Object 对象都应在被使用时(例如 Text 添加到了场景中)
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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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// 对象管理池
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static std::set<e2d::Object*> s_vObjectPool;
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// 标志释放池执行状态
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static bool s_bNotifyed = false;
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void e2d::ObjectManager::__update()
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{
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if (!s_bNotifyed) return;
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s_bNotifyed = false;
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for (auto iter = s_vObjectPool.begin(); iter != s_vObjectPool.end();)
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{
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if ((*iter)->getRefCount() <= 0)
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{
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(*iter)->onDestroy();
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delete (*iter);
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iter = s_vObjectPool.erase(iter);
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}
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else
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{
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iter++; // 移动迭代器
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}
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}
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}
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void e2d::ObjectManager::__clear()
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{
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for (auto pObj : s_vObjectPool)
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{
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delete pObj;
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}
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s_vObjectPool.clear();
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}
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void e2d::ObjectManager::__add(e2d::Object * pObject)
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{
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if (pObject)
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{
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s_vObjectPool.insert(pObject);
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}
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}
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void e2d::ObjectManager::flush()
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{
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s_bNotifyed = true;
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}
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