对cocos2dx 2.0.4 的改造

32 篇文章 0 订阅

声明:该改造未经过严格的测试,本文属于个人备忘。如参考本文引起的问题,本人概不负责。当然欢迎大家批评指导!

1. CCObject.h

加入类的名字,方便调试的时候在基类中识别派生类。

private:
    char name_[16]; // 注意要初始化
public:
    inline void set_name(constchar* _name){strncpy(name_, _name,16);}
    inline const char* get_name(){ return name_; }

然后在ccplateformmacros.h中将CREATE_FUNC 加上一行代码

pRet->set_name(#__TYPE__); \

  // release 方法源代码
  // CCAssert(m_uReference > 0, "reference count should greater than 0");
  // 现在的代码修改为
 if (m_uReference <= 0)
    {
        CCLOG("release,%d,%p,%s,reference count should greater than 0!!!!",
              m_uReference, this, this->get_name());
    }

2. CCNode.cpp

cleanup(),removechild(),detachChild() 加入以下代码,避免对对象的过度释放引发crash

if(child->retainCount() <= 0)
    {    
	CCLog("[%s:%d] retainCount(%d),classname(%s)",__FILE__,__LINE__, child->retainCount(),child->get_name()); return; }


3.CCNode.h 

将setZOrder该为public,只是为了方便。

4. CCDirector.cpp 

为了节省内存将sharedSpriteFrameCache也进行了释放。目前没有观察到问题

 void CCDirector::purgeCachedData(void)
{
    CCLabelBMFont::purgeCachedData();
    CCTextureCache::sharedTextureCache()->removeUnusedTextures();
    CCFileUtils::sharedFileUtils()->purgeCachedEntries();
}

修改为

void CCDirector::purgeCachedData(void)
{
    CCLabelBMFont::purgeCachedData();
    CCSpriteFrameCache::sharedSpriteFrameCache()->removeUnusedSpriteFrames(); // add
    CCTextureCache::sharedTextureCache()->removeUnusedTextures();
   //CCFileUtils::sharedFileUtils()->purgeCachedEntries(); ?? memory leak?
}

5. CCArray.h 

arrayMakeObjectsPerformSelector加个容错,避免程序crash。

#define arrayMakeObjectsPerformSelector(pArray, func, elementType)    \
do {                                                                  \
    if(pArray && pArray->data && pArray->count() > 0)                                 \       
    {                                                                 \
        CCObject* child;                                              \
        CCARRAY_FOREACH(pArray, child)                                \
        {                                                             \
            elementType pNode = (elementType) child;                  \
            if(pNode)                                                 \
            {                                                         \
                pNode->func();                                        \
            }                                                         \
        }                                                             \
    }                                                                 \
}                                                                     \
while(false)

6.     CCPoolManager.cpp

void CCPoolManager::pop()
{
    ...
     int nCount = m_pReleasePoolStack->count();
     m_pCurReleasePool->clear();

      if(nCount > 1)
      {
        m_pReleasePoolStack->removeObjectAtIndex(nCount-1);
        m_pCurReleasePool = (CCAutoreleasePool*)m_pReleasePoolStack->objectAtIndex(nCount - 2);
    }
}


修改为

    m_pCurReleasePool->clear();
    m_pCurReleasePool = NULL;
    
    if(m_pReleasePoolStack->count() > 1)
        m_pReleasePoolStack->removeObjectAtIndex(m_pReleasePoolStack->count()-1);
    
    if(m_pReleasePoolStack->count() > 1)
        m_pCurReleasePool = (CCAutoreleasePool*)m_pReleasePoolStack->objectAtIndex(m_pReleasePoolStack->count() - 1);


6. CCMenu.cpp
// 增加如下三个方法、可以手动的设置handler的优先级
void CCMenu::setHandlerPriorityNoError(int newPriority)
{
    CCTouchHandler *handler = NULL;
    handler = CCDirector::sharedDirector()->getTouchDispatcher()->findHandler(this);
    if(handler == NULL)
        CCDirector::sharedDirector()->getTouchDispatcher()->addTargetedDelegate(this, newPriority, true);
    else
        this->setHandlerPriority(newPriority);
}

void CCMenu::setIsClarity(bool _isClarity)
{
    isClarity = _isClarity;
}
bool CCMenu::getIsClarity()
{
    return isClarity;
}
void CCMenu::registerWithTouchDispatcher()
{
    CCTouchHandler *handler = CCDirector::sharedDirector()->getTouchDispatcher()->findHandler(this);
    if(handler == NULL) // 这里加了容错
        CCDirector::sharedDirector()->getTouchDispatcher()->addTargetedDelegate(this, kCCMenuHandlerPriority, true);
}

7.CCPlateformMacros.h
// 修改容错
#define CC_SAFE_RELEASE(p)            do { if(p && p->retainCount() >= 1) { (p)->release(); } } while(0)
#define CC_SAFE_RELEASE_NULL(p)        do { if(p && p->retainCount() >= 1) { (p)->release(); (p) = 0; } } while(0)

8. 加入RGBA8888纹理的获取
 
    if (hasAlpha && pixelFormat == kCCTexture2DPixelFormat_RGBA8888)
    {
        // Convert "RRRRRRRRRGGGGGGGGBBBBBBBBAAAAAAAA" to "RRRRRRRRGGGGGGGGBBBBBBBB"
        inPixel32 = (unsigned int*)image->getData();
        tempData = new unsigned char[width * height * 4];
        unsigned char *outPixel8 = tempData;
        
        for(unsigned int i = 0; i < length; ++i, ++inPixel32)
        {
            *outPixel8++ = (*inPixel32 >> 0) & 0xFF; // R
            *outPixel8++ = (*inPixel32 >> 8) & 0xFF; // G
            *outPixel8++ = (*inPixel32 >> 16) & 0xFF; // B
            *outPixel8++ = (*inPixel32 >> 24) & 0xFF; // B
        }
    }
  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值