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- /****************************************************************************
- Copyright (c) 2010-2012 cocos2d-x.org
- Copyright (c) 2013-2016 Chukong Technologies Inc.
- Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
- http://www.cocos2d-x.org
- Permission is hereby granted, free of charge, to any person obtaining a copy
- of this software and associated documentation files (the "Software"), to deal
- in the Software without restriction, including without limitation the rights
- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- copies of the Software, and to permit persons to whom the Software is
- furnished to do so, subject to the following conditions:
- The above copyright notice and this permission notice shall be included in
- all copies or substantial portions of the Software.
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- THE SOFTWARE.
- ****************************************************************************/
- #ifndef __AUTORELEASEPOOL_H__
- #define __AUTORELEASEPOOL_H__
- #include <vector>
- #include <string>
- #include "base/CCRef.h"
- /**
- * @addtogroup base
- * @{
- */
- NS_CC_BEGIN
- /**
- * A pool for managing autorelease objects.
- * @js NA
- */
- class CC_DLL AutoreleasePool
- {
- public:
- /**
- * @warning Don't create an autorelease pool in heap, create it in stack.
- * @js NA
- * @lua NA
- */
- AutoreleasePool();
-
- /**
- * Create an autorelease pool with specific name. This name is useful for debugging.
- * @warning Don't create an autorelease pool in heap, create it in stack.
- * @js NA
- * @lua NA
- *
- * @param name The name of created autorelease pool.
- */
- AutoreleasePool(const std::string &name);
-
- /**
- * @js NA
- * @lua NA
- */
- ~AutoreleasePool();
- /**
- * Add a given object to this autorelease pool.
- *
- * The same object may be added several times to an autorelease pool. When the
- * pool is destructed, the object's `Ref::release()` method will be called
- * the same times as it was added.
- *
- * @param object The object to be added into the autorelease pool.
- * @js NA
- * @lua NA
- */
- void addObject(Ref *object);
- /**
- * Clear the autorelease pool.
- *
- * It will invoke each element's `release()` function.
- *
- * @js NA
- * @lua NA
- */
- void clear();
-
- #if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0)
- /**
- * Whether the autorelease pool is doing `clear` operation.
- *
- * @return True if autorelease pool is clearing, false if not.
- *
- * @js NA
- * @lua NA
- */
- bool isClearing() const { return _isClearing; };
- #endif
-
- /**
- * Checks whether the autorelease pool contains the specified object.
- *
- * @param object The object to be checked.
- * @return True if the autorelease pool contains the object, false if not
- * @js NA
- * @lua NA
- */
- bool contains(Ref* object) const;
- /**
- * Dump the objects that are put into the autorelease pool. It is used for debugging.
- *
- * The result will look like:
- * Object pointer address object id reference count
- *
- * @js NA
- * @lua NA
- */
- void dump();
-
- private:
- /**
- * The underlying array of object managed by the pool.
- *
- * Although Array retains the object once when an object is added, proper
- * Ref::release() is called outside the array to make sure that the pool
- * does not affect the managed object's reference count. So an object can
- * be destructed properly by calling Ref::release() even if the object
- * is in the pool.
- */
- std::vector<Ref*> _managedObjectArray;
- std::string _name;
-
- #if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0)
- /**
- * The flag for checking whether the pool is doing `clear` operation.
- */
- bool _isClearing;
- #endif
- };
- // end of base group
- /** @} */
- /**
- * @cond
- */
- class CC_DLL PoolManager
- {
- public:
- CC_DEPRECATED_ATTRIBUTE static PoolManager* sharedPoolManager() { return getInstance(); }
- static PoolManager* getInstance();
-
- CC_DEPRECATED_ATTRIBUTE static void purgePoolManager() { destroyInstance(); }
- static void destroyInstance();
-
- /**
- * Get current auto release pool, there is at least one auto release pool that created by engine.
- * You can create your own auto release pool at demand, which will be put into auto release pool stack.
- */
- AutoreleasePool *getCurrentPool() const;
- bool isObjectInPools(Ref* obj) const;
- friend class AutoreleasePool;
-
- private:
- PoolManager();
- ~PoolManager();
-
- void push(AutoreleasePool *pool);
- void pop();
-
- static PoolManager* s_singleInstance;
-
- std::vector<AutoreleasePool*> _releasePoolStack;
- };
- /**
- * @endcond
- */
- NS_CC_END
- #endif //__AUTORELEASEPOOL_H__
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