Cocos2d-x 3.0多线程异步资源载入代码

时间:2023-03-08 19:26:32
Cocos2d-x 3.0多线程异步资源载入代码

// AppDelegate.cpp
bool AppDelegate::applicationDidFinishLaunching() {
… …
FlashScene* scene = FlashScene::create();
pDirector->runWithScene(scene); return true;
}
//FlashScene.h
//在FlashScene init时,我们创建一个Resource Load Thread。我们用一个ResourceLoadIndicator作为渲染线程与Worker线程之间交互的媒介。 struct ResourceLoadIndicator {
pthread_mutex_t mutex;
bool load_done;
void *context;
}; class FlashScene : public Scene
{
public:
FlashScene(void);
~FlashScene(void); virtual bool init(); CREATE_FUNC(FlashScene);
bool getResourceLoadIndicator();
void setResourceLoadIndicator(bool flag); private:
void updateScene(float dt); private:
ResourceLoadIndicator rli;
};
// FlashScene.cpp
bool FlashScene::init()
{
bool bRet = false;
do {
CC_BREAK_IF(!CCScene::init());
Size winSize = Director::getInstance()->getWinSize(); //FlashScene自己的资源仅仅能同步载入了
Sprite *bg = Sprite::create("FlashSceenBg.png");
CC_BREAK_IF(!bg);
bg->setPosition(ccp(winSize.width/2, winSize.height/2));
this->addChild(bg, 0); this->schedule(schedule_selector(FlashScene::updateScene)
, 0.01f); //start the resource loading thread
rli.load_done = false;
rli.context = (void*)this;
pthread_mutex_init(&rli.mutex, NULL);
pthread_attr_t attr;
pthread_attr_init(&attr);
pthread_attr_setdetachstate(&attr, PTHREAD_CREATE_DETACHED);
pthread_t thread;
pthread_create(&thread, &attr,
resource_load_thread_entry, &rli); bRet=true;
} while(0); return bRet;
} static void* resource_load_thread_entry(void* param)
{
AppDelegate *app = (AppDelegate*)Application::getInstance();
ResourceLoadIndicator *rli = (ResourceLoadIndicator*)param;
FlashScene *scene = (FlashScene*)rli->context; //load music effect resource
… … //init from config files
… … //load images data in worker thread
SpriteFrameCache::getInstance()->addSpriteFramesWithFile(
"All-Sprites.plist");
… … //set loading done
scene->setResourceLoadIndicator(true);
return NULL;
} bool FlashScene::getResourceLoadIndicator()
{
bool flag;
pthread_mutex_lock(&rli.mutex);
flag = rli.load_done;
pthread_mutex_unlock(&rli.mutex);
return flag;
} void FlashScene::setResourceLoadIndicator(bool flag)
{
pthread_mutex_lock(&rli.mutex);
rli.load_done = flag;
pthread_mutex_unlock(&rli.mutex);
return;
} //我们在定时器回调函数中对indicator标志位进行检查。当发现载入ok后,切换到接下来的游戏開始场景: void FlashScene::updateScene(float dt)
{
if (getResourceLoadIndicator()) {
Director::getInstance()->replaceScene(
WelcomeScene::create());
}
}

加入1:

#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
#include "platform/android/jni/JniHelper.h"
#include <jni.h>
#endif static void* resource_load_thread_entry(void* param)
{
… … JavaVM *vm;
JNIEnv *env;
vm = JniHelper::getJavaVM(); JavaVMAttachArgs thread_args; thread_args.name = "Resource Load";
thread_args.version = JNI_VERSION_1_4;
thread_args.group = NULL; vm->AttachCurrentThread(&env, &thread_args);
… …
//Your Jni Calls
… … vm->DetachCurrentThread();
… …
return NULL;
}

加入2:

static void* resource_load_thread_entry(void* param)
{
… …
allSpritesImage = new Image();
allSpritesImage->initWithImageFile("All-Sprites.png");
… …
} void FlashScene::updateScene(float dt)
{
if (getResourceLoadIndicator()) {
// construct texture with preloaded images
Texture2D *allSpritesTexture = TextureCache::getInstance()->
addImage(allSpritesImage, "All-Sprites.png");
allSpritesImage->release();
SpriteFrameCache::getInstance()->addSpriteFramesWithFile(
"All-Sprites.plist", allSpritesTexture); Director::getInstance()->replaceScene(WelcomeScene::create());
}
}

原文请点击http://tonybai.com/2014/04/28/multithreaded-resource-loading-in-cocos2dx-3/#456117-tsina-1-31981-009447aba45211dfcf25030d3e849f76