// 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自己的资源只能同步加载了
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,当发现加载ok后,切换到接下来的游戏开始场景:
void FlashScene::updateScene(float dt)
{
if (getResourceLoadIndicator()) {
Director::getInstance()->replaceScene(
WelcomeScene::create());
}
}
添加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;
}
添加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());
}
}