18、Cocos2dx 3.0游戏开发找小三之cocos2d-x,请问你是怎么调度的咩
void DisplayLinkDirector::mainLoop()
{
if (_purgeDirectorInNextLoop)
{
_purgeDirectorInNextLoop = false;
purgeDirector();
}
else if (! _invalid)
{
drawScene(); // release the objects
//释放资源对象
PoolManager::getInstance()->getCurrentPool()->clear();
}
}
void Director::drawScene()
{
// calculate "global" dt
//计算全局帧间时间差 dt
calculateDeltaTime(); // skip one flame when _deltaTime equal to zero.
if(_deltaTime < FLT_EPSILON)
{
return;
} if (_openGLView)
{
_openGLView->pollInputEvents();
} //tick before glClear: issue #533
if (! _paused)
{
_scheduler->update(_deltaTime);
_eventDispatcher->dispatchEvent(_eventAfterUpdate);
} glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); /* to avoid flickr, nextScene MUST be here: after tick and before draw.
XXX: Which bug is this one. It seems that it can't be reproduced with v0.9 */
if (_nextScene)
{
setNextScene();
} kmGLPushMatrix(); // global identity matrix is needed... come on kazmath!
kmMat4 identity;
kmMat4Identity(&identity); // draw the scene
//绘制场景
if (_runningScene)
{
_runningScene->visit(_renderer, identity, false);
_eventDispatcher->dispatchEvent(_eventAfterVisit);
} // draw the notifications node
//处理通知节点
if (_notificationNode)
{
_notificationNode->visit(_renderer, identity, false);
} if (_displayStats)
{
showStats();
} _renderer->render();
_eventDispatcher->dispatchEvent(_eventAfterDraw); kmGLPopMatrix(); _totalFrames++; // swap buffers
//交换缓冲区
if (_openGLView)
{
_openGLView->swapBuffers();
} if (_displayStats)
{
calculateMPF();
}
}
void Node::scheduleUpdateWithPriority(int priority)
{
_scheduler->scheduleUpdate(this, priority, !_running);
} void Node::schedule(SEL_SCHEDULE selector, float interval, unsigned int repeat, float delay)
{
CCASSERT( selector, "Argument must be non-nil");
CCASSERT( interval >=0, "Argument must be positive"); _scheduler->schedule(selector, this, interval , repeat, delay, !_running);
}
// main loop
void Scheduler::update(float dt)
{
_updateHashLocked = true; //a.预处理
if (_timeScale != 1.0f)
{
dt *= _timeScale;
} //
// Selector callbacks
// // Iterate over all the Updates' selectors
//b.枚举全部的 update 定时器
tListEntry *entry, *tmp; // updates with priority < 0
//优先级小于 0 的定时器
DL_FOREACH_SAFE(_updatesNegList, entry, tmp)
{
if ((! entry->paused) && (! entry->markedForDeletion))
{
entry->callback(dt);
}
} // updates with priority == 0
//优先级等于 0 的定时器
DL_FOREACH_SAFE(_updates0List, entry, tmp)
{
if ((! entry->paused) && (! entry->markedForDeletion))
{
entry->callback(dt);
}
} // updates with priority > 0
//优先级大于 0 的定时器
DL_FOREACH_SAFE(_updatesPosList, entry, tmp)
{
if ((! entry->paused) && (! entry->markedForDeletion))
{
entry->callback(dt);
}
} // Iterate over all the custom selectors
//c.枚举全部的普通定时器
for (tHashTimerEntry *elt = _hashForTimers; elt != nullptr; )
{
_currentTarget = elt;
_currentTargetSalvaged = false; if (! _currentTarget->paused)
{
// The 'timers' array may change while inside this loop
//枚举此节点中的全部定时器
//timers 数组可能在循环中改变,因此在此处须要小心处理
for (elt->timerIndex = 0; elt->timerIndex < elt->timers->num; ++(elt->timerIndex))
{
elt->currentTimer = (Timer*)(elt->timers->arr[elt->timerIndex]);
elt->currentTimerSalvaged = false; elt->currentTimer->update(dt); if (elt->currentTimerSalvaged)
{
// The currentTimer told the remove itself. To prevent the timer from
// accidentally deallocating itself before finishing its step, we retained
// it. Now that step is done, it's safe to release it.
elt->currentTimer->release();
} elt->currentTimer = nullptr;
}
} // elt, at this moment, is still valid
// so it is safe to ask this here (issue #490)
elt = (tHashTimerEntry *)elt->hh.next; // only delete currentTarget if no actions were scheduled during the cycle (issue #481)
if (_currentTargetSalvaged && _currentTarget->timers->num == 0)
{
removeHashElement(_currentTarget);
}
} // delete all updates that are marked for deletion
// updates with priority < 0
//d.清理全部被标记了删除记号的 update 方法
//优先级小于 0 的定时器
DL_FOREACH_SAFE(_updatesNegList, entry, tmp)
{
if (entry->markedForDeletion)
{
this->removeUpdateFromHash(entry);
}
} // updates with priority == 0
//优先级等于 0 的定时器
DL_FOREACH_SAFE(_updates0List, entry, tmp)
{
if (entry->markedForDeletion)
{
this->removeUpdateFromHash(entry);
}
} // updates with priority > 0
//优先级大于 0 的定时器
DL_FOREACH_SAFE(_updatesPosList, entry, tmp)
{
if (entry->markedForDeletion)
{
this->removeUpdateFromHash(entry);
}
} _updateHashLocked = false;
_currentTarget = nullptr; #if CC_ENABLE_SCRIPT_BINDING
//
// Script callbacks
// // Iterate over all the script callbacks
//e.处理脚本引擎相关的事件
if (!_scriptHandlerEntries.empty())
{
for (auto i = _scriptHandlerEntries.size() - 1; i >= 0; i--)
{
SchedulerScriptHandlerEntry* eachEntry = _scriptHandlerEntries.at(i);
if (eachEntry->isMarkedForDeletion())
{
_scriptHandlerEntries.erase(i);
}
else if (!eachEntry->isPaused())
{
eachEntry->getTimer()->update(dt);
}
}
}
#endif
//
// Functions allocated from another thread
// // Testing size is faster than locking / unlocking.
// And almost never there will be functions scheduled to be called.
if( !_functionsToPerform.empty() ) {
_performMutex.lock();
// fixed #4123: Save the callback functions, they must be invoked after '_performMutex.unlock()', otherwise if new functions are added in callback, it will cause thread deadlock.
auto temp = _functionsToPerform;
_functionsToPerform.clear();
_performMutex.unlock();
for( const auto &function : temp ) {
function();
} }
}
void Timer::update(float dt)
{
if (_elapsed == -1)
{
_elapsed = 0;
_timesExecuted = 0;
}
else
{
if (_runForever && !_useDelay)
{//standard timer usage
_elapsed += dt;
if (_elapsed >= _interval)
{
trigger(); _elapsed = 0;
}
}
else
{//advanced usage
_elapsed += dt;
if (_useDelay)
{
if( _elapsed >= _delay )
{
trigger(); _elapsed = _elapsed - _delay;
_timesExecuted += 1;
_useDelay = false;
}
}
else
{
if (_elapsed >= _interval)
{
trigger(); _elapsed = 0;
_timesExecuted += 1; }
} if (!_runForever && _timesExecuted > _repeat)
{ //unschedule timer
cancel();
}
}
}
}
类的 update 方法调用定时器 相应的回调函数。
!
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