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TextureCache Class Reference

Singleton that handles the loading of textures Once the texture is loaded, the next time it will return a reference of the previously loaded texture reducing GPU & CPU memory. More...

#include <CCTextureCache.h>

Inheritance diagram for TextureCache:
Ref

Classes

struct  AsyncStruct
 

Public Member Functions

 TextureCache ()
 TextureCache ()
virtual ~TextureCache ()
virtual std::string getDescription () const
Texture2DaddImage (const std::string &filepath)
 Returns a Texture2D object given an filename. More...
 
local addImage ( local filepath)
 Returns a Texture2D object given an filename. More...
 
virtual void addImageAsync (const std::string &filepath, const std::function< void(Texture2D *)> &callback)
virtual void unbindImageAsync (const std::string &filename)
virtual void unbindAllImageAsync ()
local unbindAllImageAsync ()
Texture2DaddImage (Image *image, const std::string &key)
 Returns a Texture2D object given an Image. More...
 
local addImage ( local image, local key)
 Returns a Texture2D object given an Image. More...
 
Texture2DaddUIImage (Image *image, const std::string &key)
local addUIImage ( local image, local key)
Texture2DgetTextureForKey (const std::string &key) const
 Returns an already created texture. More...
 
var getTextureForKey ( var key)
 Returns an already created texture. More...
 
local getTextureForKey ( local key)
 Returns an already created texture. More...
 
Texture2DtextureForKey (const std::string &key) const
var textureForKey ( var key)
local textureForKey ( local key)
bool reloadTexture (const std::string &fileName)
 Reload texture from the image file If the file image hasn't loaded before, load it. More...
 
void removeAllTextures ()
 Purges the dictionary of loaded textures. More...
 
void removeUnusedTextures ()
 Removes unused textures Textures that have a retain count of 1 will be deleted It is convenient to call this method after when starting a new Scene. More...
 
local removeUnusedTextures ()
 Removes unused textures Textures that have a retain count of 1 will be deleted It is convenient to call this method after when starting a new Scene. More...
 
void removeTexture (Texture2D *texture)
 Deletes a texture from the cache given a texture. More...
 
void removeTextureForKey (const std::string &key)
 Deletes a texture from the cache given a its key name. More...
 
local removeTextureForKey ( local key)
 Deletes a texture from the cache given a its key name. More...
 
std::string getCachedTextureInfo () const
 Output to CCLOG the current contents of this TextureCache This will attempt to calculate the size of each texture, and the total texture memory in use. More...
 
local getCachedTextureInfo ()
 Output to CCLOG the current contents of this TextureCache This will attempt to calculate the size of each texture, and the total texture memory in use. More...
 
void waitForQuit ()
var waitForQuit ()
local waitForQuit ()
- Public Member Functions inherited from Ref
void retain ()
 Retains the ownership. More...
 
void release ()
 Releases the ownership immediately. More...
 
Refautorelease ()
 Releases the ownership sometime soon automatically. More...
 
unsigned int getReferenceCount () const
 Returns the Ref's current reference count. More...
 
virtual ~Ref ()

Static Public Member Functions

static TextureCachegetInstance ()
 Returns the shared instance of the cache. More...
 
static TextureCachesharedTextureCache ()
var sharedTextureCache ()
local sharedTextureCache ()
static void destroyInstance ()
 purges the cache. More...
 
static void purgeSharedTextureCache ()
local purgeSharedTextureCache ()
static void reloadAllTextures ()
 Reload all textures should not call it, called by frame work now the function do nothing, use VolatileTextureMgr::reloadAllTextures. More...
 
var reloadAllTextures ()
 Reload all textures should not call it, called by frame work now the function do nothing, use VolatileTextureMgr::reloadAllTextures. More...
 
local reloadAllTextures ()
 Reload all textures should not call it, called by frame work now the function do nothing, use VolatileTextureMgr::reloadAllTextures. More...
 

Protected Attributes

std::thread * _loadingThread
var _loadingThread
local _loadingThread
std::queue< AsyncStruct * > * _asyncStructQueue
var _asyncStructQueue
local _asyncStructQueue
std::deque< ImageInfo * > * _imageInfoQueue
var _imageInfoQueue
local _imageInfoQueue
std::mutex _asyncStructQueueMutex
var _asyncStructQueueMutex
local _asyncStructQueueMutex
std::mutex _imageInfoMutex
var _imageInfoMutex
local _imageInfoMutex
std::mutex _sleepMutex
var _sleepMutex
local _sleepMutex
std::condition_variable _sleepCondition
var _sleepCondition
local _sleepCondition
bool _needQuit
var _needQuit
local _needQuit
int _asyncRefCount
var _asyncRefCount
local _asyncRefCount
std::unordered_map
< std::string, Texture2D * > 
_textures
- Protected Attributes inherited from Ref
unsigned int _referenceCount
 count of references More...
 

Additional Inherited Members

- Protected Member Functions inherited from Ref
 Ref ()
 Constructor. More...
 

Detailed Description

Singleton that handles the loading of textures Once the texture is loaded, the next time it will return a reference of the previously loaded texture reducing GPU & CPU memory.

Constructor & Destructor Documentation

var ctor ( )
local TextureCache ( )
virtual ~TextureCache ( )
virtual

Member Function Documentation

Texture2D* addImage ( const std::string &  filepath)

Returns a Texture2D object given an filename.

If the filename was not previously loaded, it will create a new Texture2D object and it will return it. It will use the filename as a key. Otherwise it will return a reference of a previously loaded image. Supported image extensions: .png, .bmp, .tiff, .jpeg, .pvr

var addImage ( var  filepath)

Returns a Texture2D object given an filename.

If the filename was not previously loaded, it will create a new Texture2D object and it will return it. It will use the filename as a key. Otherwise it will return a reference of a previously loaded image. Supported image extensions: .png, .bmp, .tiff, .jpeg, .pvr

local addImage ( local  filepath)

Returns a Texture2D object given an filename.

If the filename was not previously loaded, it will create a new Texture2D object and it will return it. It will use the filename as a key. Otherwise it will return a reference of a previously loaded image. Supported image extensions: .png, .bmp, .tiff, .jpeg, .pvr

Texture2D* addImage ( Image image,
const std::string &  key 
)

Returns a Texture2D object given an Image.

If the image was not previously loaded, it will create a new Texture2D object and it will return it. Otherwise it will return a reference of a previously loaded image. The "key" parameter will be used as the "key" for the cache. If "key" is nil, then a new texture will be created each time.

var addImage ( var  image,
var  key 
)

Returns a Texture2D object given an Image.

If the image was not previously loaded, it will create a new Texture2D object and it will return it. Otherwise it will return a reference of a previously loaded image. The "key" parameter will be used as the "key" for the cache. If "key" is nil, then a new texture will be created each time.

local addImage ( local  image,
local  key 
)

Returns a Texture2D object given an Image.

If the image was not previously loaded, it will create a new Texture2D object and it will return it. Otherwise it will return a reference of a previously loaded image. The "key" parameter will be used as the "key" for the cache. If "key" is nil, then a new texture will be created each time.

virtual void addImageAsync ( const std::string &  filepath,
const std::function< void(Texture2D *)> &  callback 
)
virtual
var addImageAsync ( var  filepath,
var  callback 
)
virtual
local addImageAsync ( local  filepath,
local  callback 
)
virtual
Texture2D* addUIImage ( Image image,
const std::string &  key 
)
inline
var addUIImage ( var  image,
var  key 
)
inline
local addUIImage ( local  image,
local  key 
)
inline
static void destroyInstance ( )
static

purges the cache.

It releases the retained instance.

Since
v0.99.0
var destroyInstance ( )
static

purges the cache.

It releases the retained instance.

Since
v0.99.0
local destroyInstance ( )
static

purges the cache.

It releases the retained instance.

Since
v0.99.0
std::string getCachedTextureInfo ( ) const

Output to CCLOG the current contents of this TextureCache This will attempt to calculate the size of each texture, and the total texture memory in use.

Since
v1.0
var getCachedTextureInfo ( )

Output to CCLOG the current contents of this TextureCache This will attempt to calculate the size of each texture, and the total texture memory in use.

Since
v1.0
local getCachedTextureInfo ( )

Output to CCLOG the current contents of this TextureCache This will attempt to calculate the size of each texture, and the total texture memory in use.

Since
v1.0
virtual std::string getDescription ( ) const
virtual
static TextureCache* getInstance ( )
static

Returns the shared instance of the cache.

var getInstance ( )
static

Returns the shared instance of the cache.

local getInstance ( )
static

Returns the shared instance of the cache.

Texture2D* getTextureForKey ( const std::string &  key) const

Returns an already created texture.

Returns nil if the texture doesn't exist.

Since
v0.99.5
var getTextureForKey ( var  key)

Returns an already created texture.

Returns nil if the texture doesn't exist.

Since
v0.99.5
local getTextureForKey ( local  key)

Returns an already created texture.

Returns nil if the texture doesn't exist.

Since
v0.99.5
static void purgeSharedTextureCache ( )
static
var purgeSharedTextureCache ( )
static
local purgeSharedTextureCache ( )
static
static void reloadAllTextures ( )
static

Reload all textures should not call it, called by frame work now the function do nothing, use VolatileTextureMgr::reloadAllTextures.

var reloadAllTextures ( )
static

Reload all textures should not call it, called by frame work now the function do nothing, use VolatileTextureMgr::reloadAllTextures.

local reloadAllTextures ( )
static

Reload all textures should not call it, called by frame work now the function do nothing, use VolatileTextureMgr::reloadAllTextures.

bool reloadTexture ( const std::string &  fileName)

Reload texture from the image file If the file image hasn't loaded before, load it.

Otherwise the texture will be reloaded from the file image. The "filenName" parameter is the related/absolute path of the file image. Return true if the reloading is succeed, otherwise return false.

var reloadTexture ( var  fileName)

Reload texture from the image file If the file image hasn't loaded before, load it.

Otherwise the texture will be reloaded from the file image. The "filenName" parameter is the related/absolute path of the file image. Return true if the reloading is succeed, otherwise return false.

local reloadTexture ( local  fileName)

Reload texture from the image file If the file image hasn't loaded before, load it.

Otherwise the texture will be reloaded from the file image. The "filenName" parameter is the related/absolute path of the file image. Return true if the reloading is succeed, otherwise return false.

void removeAllTextures ( )

Purges the dictionary of loaded textures.

Call this method if you receive the "Memory Warning" In the short term: it will free some resources preventing your app from being killed In the medium term: it will allocate more resources In the long term: it will be the same

var removeAllTextures ( )

Purges the dictionary of loaded textures.

Call this method if you receive the "Memory Warning" In the short term: it will free some resources preventing your app from being killed In the medium term: it will allocate more resources In the long term: it will be the same

local removeAllTextures ( )

Purges the dictionary of loaded textures.

Call this method if you receive the "Memory Warning" In the short term: it will free some resources preventing your app from being killed In the medium term: it will allocate more resources In the long term: it will be the same

void removeTexture ( Texture2D texture)

Deletes a texture from the cache given a texture.

var removeTexture ( var  texture)

Deletes a texture from the cache given a texture.

local removeTexture ( local  texture)

Deletes a texture from the cache given a texture.

void removeTextureForKey ( const std::string &  key)

Deletes a texture from the cache given a its key name.

Since
v0.99.4
var removeTextureForKey ( var  key)

Deletes a texture from the cache given a its key name.

Since
v0.99.4
local removeTextureForKey ( local  key)

Deletes a texture from the cache given a its key name.

Since
v0.99.4
void removeUnusedTextures ( )

Removes unused textures Textures that have a retain count of 1 will be deleted It is convenient to call this method after when starting a new Scene.

Since
v0.8
var removeUnusedTextures ( )

Removes unused textures Textures that have a retain count of 1 will be deleted It is convenient to call this method after when starting a new Scene.

Since
v0.8
local removeUnusedTextures ( )

Removes unused textures Textures that have a retain count of 1 will be deleted It is convenient to call this method after when starting a new Scene.

Since
v0.8
static TextureCache*
sharedTextureCache
( )
static
var sharedTextureCache ( )
static
local sharedTextureCache ( )
static
Texture2D* textureForKey ( const std::string &  key) const
inline
var textureForKey ( var  key)
inline
local textureForKey ( local  key)
inline
virtual void unbindAllImageAsync ( )
virtual
var unbindAllImageAsync ( )
virtual
local unbindAllImageAsync ( )
virtual
virtual void unbindImageAsync ( const std::string &  filename)
virtual
var unbindImageAsync ( var  filename)
virtual
local unbindImageAsync ( local  filename)
virtual
void waitForQuit ( )
var waitForQuit ( )
local waitForQuit ( )

Member Data Documentation

int _asyncRefCount
protected
var _asyncRefCount
protected
local _asyncRefCount
protected
std::queue<AsyncStruct*>
* _asyncStructQueue
protected
var _asyncStructQueue
protected
local _asyncStructQueue
protected
std::mutex _asyncStructQueueMutex
protected
var _asyncStructQueueMutex
protected
local _asyncStructQueueMutex
protected
std::mutex _imageInfoMutex
protected
var _imageInfoMutex
protected
local _imageInfoMutex
protected
std::deque<ImageInfo*>
* _imageInfoQueue
protected
var _imageInfoQueue
protected
local _imageInfoQueue
protected
std::thread* _loadingThread
protected
var _loadingThread
protected
local _loadingThread
protected
bool _needQuit
protected
var _needQuit
protected
local _needQuit
protected
std::condition_variable
_sleepCondition
protected
var _sleepCondition
protected
local _sleepCondition
protected
std::mutex _sleepMutex
protected
var _sleepMutex
protected
local _sleepMutex
protected
std::unordered_map<std::string,
Texture2D*> _textures
protected
var _textures
protected
local _textures
protected

The documentation for this class was generated from the following file: