Cocos2dx学习笔记(一)、Ref类
2016-07-14 16:53
429 查看
在Cocos2dx中,所有的对象基本上都继承 Ref类或者 Ref和Clonable,首先看看 ref类的定义
class CC_DLL Ref
{
public:
<span style="white-space:pre"> </span>//计数加1
void retain();
<span style="white-space:pre"> </span>//计数减1,如果为0,删除对象
void release();
<span style="white-space:pre"> </span>//添加到对象池中,别忘了PoolManager(对象池管理器) 管理AutoreleasePool(对象池),AutoreleasePool管理Ref
Ref* autorelease();
<span style="white-space:pre"> </span>//得到当前的计数
unsigned int getReferenceCount() const;
protected:
<span style="white-space:pre"> </span>//创建时计数设为1
Ref();
public:
virtual ~Ref();
protected:
/// count of references
<span style="white-space:pre"> </span>//计数变量
unsigned int _referenceCount;
<span style="white-space:pre"> </span>//友元类
friend class AutoreleasePool;
#if CC_ENABLE_SCRIPT_BINDING
public:
/// object id, ScriptSupport need public _ID
unsigned int _ID;
/// Lua reference id
int _luaID;
#endif
};
首先看 构造函数
Ref::Ref()
: _referenceCount(1)
{
#if CC_ENABLE_SCRIPT_BINDING
static unsigned int uObjectCount = 0;
_luaID = 0;
_ID = ++uObjectCount;
_scriptObject = nullptr;
#endif
#if CC_REF_LEAK_DETECTION
trackRef(this);
#endif
}
其中uObjectCount 为计数器, 记录多少对象继承 Ref类
void Ref::retain()
{
CCASSERT(_referenceCount > 0, "reference count should be greater than 0");
++_referenceCount;
}retain 函数为新建一个对象时候所使用的, 每次新建时候计数器加一
void Ref::release()
{
CCASSERT(_referenceCount > 0, "reference count should be greater than 0");
--_referenceCount;
if (_referenceCount == 0)
{
#if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0)
auto poolManager = PoolManager::getInstance();
if (!poolManager->getCurrentPool()->isClearing() && poolManager->isObjectInPools(this))
{
CCASSERT(false, "The reference shouldn't be 0 because it is still in autorelease pool.");
}
#endif
#if CC_REF_LEAK_DETECTION
untrackRef(this);
#endif
delete this;
}
}release 为释放函数 ,释放一个对象的时候 计数器减去1
class CC_DLL Ref
{
public:
<span style="white-space:pre"> </span>//计数加1
void retain();
<span style="white-space:pre"> </span>//计数减1,如果为0,删除对象
void release();
<span style="white-space:pre"> </span>//添加到对象池中,别忘了PoolManager(对象池管理器) 管理AutoreleasePool(对象池),AutoreleasePool管理Ref
Ref* autorelease();
<span style="white-space:pre"> </span>//得到当前的计数
unsigned int getReferenceCount() const;
protected:
<span style="white-space:pre"> </span>//创建时计数设为1
Ref();
public:
virtual ~Ref();
protected:
/// count of references
<span style="white-space:pre"> </span>//计数变量
unsigned int _referenceCount;
<span style="white-space:pre"> </span>//友元类
friend class AutoreleasePool;
#if CC_ENABLE_SCRIPT_BINDING
public:
/// object id, ScriptSupport need public _ID
unsigned int _ID;
/// Lua reference id
int _luaID;
#endif
};
首先看 构造函数
Ref::Ref()
: _referenceCount(1)
{
#if CC_ENABLE_SCRIPT_BINDING
static unsigned int uObjectCount = 0;
_luaID = 0;
_ID = ++uObjectCount;
_scriptObject = nullptr;
#endif
#if CC_REF_LEAK_DETECTION
trackRef(this);
#endif
}
其中uObjectCount 为计数器, 记录多少对象继承 Ref类
void Ref::retain()
{
CCASSERT(_referenceCount > 0, "reference count should be greater than 0");
++_referenceCount;
}retain 函数为新建一个对象时候所使用的, 每次新建时候计数器加一
void Ref::release()
{
CCASSERT(_referenceCount > 0, "reference count should be greater than 0");
--_referenceCount;
if (_referenceCount == 0)
{
#if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0)
auto poolManager = PoolManager::getInstance();
if (!poolManager->getCurrentPool()->isClearing() && poolManager->isObjectInPools(this))
{
CCASSERT(false, "The reference shouldn't be 0 because it is still in autorelease pool.");
}
#endif
#if CC_REF_LEAK_DETECTION
untrackRef(this);
#endif
delete this;
}
}release 为释放函数 ,释放一个对象的时候 计数器减去1
相关文章推荐
- cocos2dx-3.10 聊天系统实现(C++实现)
- cocos 3.8.1新建c++或者lua项目 及其运行
- Cocos2d-x 事件分发机制
- cocospod相关
- Cocos2d-x 如何优化内存使用
- Cocos2d-x 纹理缓存(Texture Cache)
- Cocos2d-x 内存管理——引用计数
- Cocos2d-x 声音和音效
- 001-Cocos2dx-2.1.3环境搭建-windows
- cocos Eclipse 打包。问题记录==
- 【步兵 cocos2dx】图片管理 之 什么时候打pvr.ccz
- Cocos2d-x 图像渲染和动画——裁剪(ClippingNode)
- Cocos2d-x 图像渲染和动画——粒子系统
- Cocos2d-x 图像渲染和动画——场景转换(Transitions)
- Cocos2d-x 图像渲染和动画——序列帧动画
- cocos2dx spine之二 :spine变色
- Cocos2d-x 图像渲染和动画——动作
- Cocos2d-x 图像渲染和动画——3.0坐标系详解
- Cocos2d-x 基础概念——调度器(scheduler)
- Cocos2d-x 基础概念——导演、场景、层、精灵