官方的开发文档就是坑
http://cn.cocos2d-x.org/article/index?type=cocos2d-x&url=/doc/cocos-docs-master/manual/framework/native/v2/memory/texture-cache/zh.md
就不能提供个版本号?
3.x中纹理缓存的实列获取改为了
Director::getInstance()->getTextureCache()
Director头文件中把TextureCache当成了一个保护成员变量
//texture cache belongs to this director
TextureCache *_textureCache;
Director关于TextureCache的函数有四个
<span style="color:#330000;">TextureCache* Director::getTextureCache() const { return _textureCache;//返回TextureCache实列对象 } void Director::initTextureCache()//这个是初始化TextureCache,在Director::init()里调用 { #ifdef EMSCRIPTEN _textureCache = new (std::nothrow) TextureCacheEmscripten(); #else _textureCache = new (std::nothrow) TextureCache(); #endif // EMSCRIPTEN } void Director::destroyTextureCache()//这个应该是销毁函数,在purgeDirector()里调用,我感觉怎么是向线程的延时,没看太懂 { //purgeDirector()是在DisplayLinkDirector里调用,这个类继承于Director if (_textureCache) { _textureCache->waitForQuit(); CC_SAFE_RELEASE_NULL(_textureCache); } } void Director::purgeCachedData(void)//这个是清空无用的缓存 { FontFNT::purgeCachedData();//1 FontAtlasCache::purgeCachedData();//2 if (s_SharedDirector->getOpenGLView()) { SpriteFrameCache::getInstance()->removeUnusedSpriteFrames();//3 _textureCache->removeUnusedTextures();//4 // Note: some tests such as ActionsTest are leaking refcounted textures // There should be no test textures left in the cache log("%s\n",_textureCache->getCachedTextureInfo().c_str()); } FileUtils::getInstance()->purgeCachedEntries();//5 }</span>真正用到的应该是Director::getInstance()->getTextureCache()
关于TextureCache类的方法
<span style="color:#660000;">void TextureCache::addImageAsync(const std::string &path,const std::function<void(Texture2D*)>& callback)//异步加载方式,第一个是文件路径,第二个是回调函数 { Texture2D *texture = nullptr; std::string fullpath = FileUtils::getInstance()->fullPathForFilename(path); auto it = _textures.find(fullpath); if( it != _textures.end() ) texture = it->second; if (texture != nullptr) { callback(texture); return; } // lazy init if (_asyncStructQueue == nullptr) { _asyncStructQueue = new queue<AsyncStruct*>(); _imageInfoQueue = new deque<ImageInfo*>(); // create a new thread to load images _loadingThread = new std::thread(&TextureCache::loadImage,this); _needQuit = false; } if (0 == _asyncRefCount) { Director::getInstance()->getScheduler()->schedule(CC_SCHEDULE_SELECTOR(TextureCache::addImageAsyncCallBack),this,false); } ++_asyncRefCount; // generate async struct AsyncStruct *data = new (std::nothrow) AsyncStruct(fullpath,callback); // add async struct into queue _asyncStructQueueMutex.lock(); _asyncStructQueue->push(data); _asyncStructQueueMutex.unlock(); _sleepCondition.notify_one(); } 关于addImage </span>
a:Texture2D * TextureCache::addImage(const std::string &path) b:Texture2D* TextureCache::addImage(Image *image,const std::string &key) 对a来说默认的key是文件名称 对b来说可以自定义key a和b这两种方式都返回加载好的纹理,所以要进行用Texture2D类型的变量进行赋值。 回收可以用void TextureCache::removeTexture(Texture2D* texture)或 void TextureCache::removeTextureForKey(const std::string &textureKeyName)来进行 获取可以用Texture2D* TextureCache::getTextureForKey(const std::string &textureKeyName) const
SpriteFrame的用法基本没变。
技术比较水,努力中