1 /****************************************************************************
  2  Copyright (c) 2008-2010 Ricardo Quesada
  3  Copyright (c) 2011-2012 cocos2d-x.org
  4  Copyright (c) 2013-2014 Chukong Technologies Inc.
  5 
  6  http://www.cocos2d-x.org
  7 
  8  Permission is hereby granted, free of charge, to any person obtaining a copy
  9  of this software and associated documentation files (the "Software"), to deal
 10  in the Software without restriction, including without limitation the rights
 11  to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 12  copies of the Software, and to permit persons to whom the Software is
 13  furnished to do so, subject to the following conditions:
 14 
 15  The above copyright notice and this permission notice shall be included in
 16  all copies or substantial portions of the Software.
 17 
 18  THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 19  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 20  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 21  AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 22  LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 23  OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 24  THE SOFTWARE.
 25  ****************************************************************************/
 26 
 27 /**
 28  * <p>
 29  *  cc.pool is a singleton object serves as an object cache pool.<br/>
 30  *  It can helps you to improve your game performance for objects which need frequent release and recreate operations<br/>
 31  *  Some common use case is :
 32  *      1. Bullets in game (die very soon, massive creation and recreation, no side effect on other objects)
 33  *      2. Blocks in candy crash (massive creation and recreation)
 34  *      etc...
 35  * </p>
 36  *
 37  * @example
 38  * var sp = new cc.Sprite("a.png");
 39  * this.addChild(sp);
 40  * cc.pool.putInPool(sp);
 41  *
 42  * cc.pool.getFromPool(cc.Sprite, "a.png");
 43  * @class
 44  * @name cc.pool
 45  */
 46 cc.pool = /** @lends cc.pool# */{
 47     _pool: {},
 48 
 49     _releaseCB: function () {
 50         this.release();
 51     },
 52 
 53     _autoRelease: function (obj) {
 54         var running = obj._running === undefined ? false : !obj._running;
 55         cc.director.getScheduler().schedule(this._releaseCB, obj, 0, 0, 0, running)
 56     },
 57 
 58     /**
 59      * Put the obj in pool
 60      * @param obj
 61      */
 62     putInPool: function (obj) {
 63         var pid = obj.constructor.prototype['__pid'];
 64         if (!pid) {
 65             var desc = { writable: true, enumerable: false, configurable: true };
 66             desc.value = ClassManager.getNewID();
 67             Object.defineProperty(obj.constructor.prototype, '__pid', desc);
 68         }
 69         if (!this._pool[pid]) {
 70             this._pool[pid] = [];
 71         }
 72         // JSB retain to avoid being auto released
 73         obj.retain && obj.retain();
 74         // User implementation for disable the object
 75         obj.unuse && obj.unuse();
 76         this._pool[pid].push(obj);
 77     },
 78 
 79     /**
 80      * Check if this kind of obj has already in pool
 81      * @param objClass
 82      * @returns {boolean} if this kind of obj is already in pool return true,else return false;
 83      */
 84     hasObject: function (objClass) {
 85         var pid = objClass.prototype['__pid'];
 86         var list = this._pool[pid];
 87         if (!list || list.length === 0) {
 88             return false;
 89         }
 90         return true;
 91     },
 92 
 93     /**
 94      * Remove the obj if you want to delete it;
 95      * @param obj
 96      */
 97     removeObject: function (obj) {
 98         var pid = obj.constructor.prototype['__pid'];
 99         if (pid) {
100             var list = this._pool[pid];
101             if (list) {
102                 for (var i = 0; i < list.length; i++) {
103                     if (obj === list[i]) {
104                         // JSB release to avoid memory leak
105                         obj.release && obj.release();
106                         list.splice(i, 1);
107                     }
108                 }
109             }
110         }
111     },
112 
113     /**
114      * Get the obj from pool
115      * @param args
116      * @returns {*} call the reuse function an return the obj
117      */
118     getFromPool: function (objClass/*,args*/) {
119         if (this.hasObject(objClass)) {
120             var pid = objClass.prototype['__pid'];
121             var list = this._pool[pid];
122             var args = Array.prototype.slice.call(arguments);
123             args.shift();
124             var obj = list.pop();
125             // User implementation for re-enable the object
126             obj.reuse && obj.reuse.apply(obj, args);
127             // JSB release to avoid memory leak
128             cc.sys.isNative && obj.release && this._autoRelease(obj);
129             return obj;
130         }
131     },
132 
133     /**
134      *  remove all objs in pool and reset the pool
135      */
136     drainAllPools: function () {
137         for (var i in this._pool) {
138             for (var j = 0; j < this._pool[i].length; j++) {
139                 var obj = this._pool[i][j];
140                 // JSB release to avoid memory leak
141                 obj.release && obj.release();
142             }
143         }
144         this._pool = {};
145     }
146 };