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【Cocos2dx】画像の非同期読み込み

Last updated at Posted at 2014-08-13

画像を非同期で読みこんで描画時に固まることを避ける

サンプルで40個の画像を
・キャッシュありで描画
・キャッシュなしで描画
してみる。

ResourceLoadScene.h
#ifndef __Sample__ResourceLoadScene__
#define __Sample__ResourceLoadScene__

#include <iostream>
#include "cocos2d.h"

using namespace cocos2d;

class ResourceLoadScene : public Layer
{
public:
    static Scene* createScene();
    virtual bool init();
    CREATE_FUNC(ResourceLoadScene);
    ResourceLoadScene();
	~ResourceLoadScene();
private:
    int _loadCount;
    double getSec();
    void loadResource();
    void didLoadResource(Texture2D *texture);
    void removeResourceCache();
    void drawSprite();
};
#endif
ResourceLoadScene.h
#include "ResourceLoadScene.h"
USING_NS_CC;
#define IMAGE_COUNT 40

Scene* ResourceLoadScene::createScene()
{
    auto scene = Scene::create();
    auto layer = ResourceLoadScene::create();
    scene->addChild(layer);
    return scene;
}

ResourceLoadScene::ResourceLoadScene()
{
    this->_loadCount = IMAGE_COUNT;
}

ResourceLoadScene::~ResourceLoadScene()
{
}

bool ResourceLoadScene::init()
{
    if(!Layer::init()){
        return false;
    }
    this->loadResource();
    return true;
}

//=======================================================
/// 秒数取得
//=======================================================
double ResourceLoadScene::getSec(){
    timeval val;
    gettimeofday(&val, nullptr);
    return (val.tv_sec) + (val.tv_usec) * 1e-6;
}

//=======================================================
/// テクスチャ非同期読み込み
//=======================================================
void ResourceLoadScene::loadResource(){
    TextureCache *cache = Director::getInstance()->getTextureCache();
    for(int i = 0; i < IMAGE_COUNT; i++){
        cache->addImageAsync(StringUtils::format("%d.png", i).c_str(), CC_CALLBACK_1(ResourceLoadScene::didLoadResource, this));
    }
}
//=======================================================
/// テクスチャ非同期読み込み完了
//=======================================================
void ResourceLoadScene::didLoadResource(Texture2D *texture){
    this->_loadCount--;
    if(this->_loadCount <= 0){
        // キャッシュから描画
        this->drawSprite();
        // キャッシュ削除
        this->removeAllChildren();
        this->removeResourceCache();
        // 普通に描画
        this->drawSprite();
    }
}
//=======================================================
/// スプライト描画
//=======================================================
void ResourceLoadScene::drawSprite(){
    log("START drawSprite --------");
    double tStart = getSec();
    for(int i = 0; i < IMAGE_COUNT; i++){
        Sprite *sp = Sprite::create(StringUtils::format("%d.png", i).c_str());
        this->addChild(sp);
    }
    double tEnd = getSec();
    log(" END  drawSprite -------- %f", tEnd - tStart);
}
//=======================================================
/// テクスチャのキャッシュ削除
//=======================================================
void ResourceLoadScene::removeResourceCache(){
    TextureCache *cache = Director::getInstance()->getTextureCache();
    for(int i = 0; i < IMAGE_COUNT; i++){
        cache->removeTextureForKey(StringUtils::format("%d.png", i).c_str());
    }
}

結果は

cocos2d: START drawSprite -------- cocos2d: END drawSprite -------- 0.000136 cocos2d: START drawSprite -------- cocos2d: END drawSprite -------- 0.399950

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