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CCDirector.m
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CCDirector.m
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/* cocos2d for iPhone
*
* http://www.cocos2d-iphone.org
*
* Copyright (C) 2008,2009,2010 Ricardo Quesada
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the 'cocos2d for iPhone' license.
*
* You will find a copy of this license within the cocos2d for iPhone
* distribution inside the "LICENSE" file.
*
*/
/* Idea of decoupling Window from Director taken from OC3D project: http://code.google.com/p/oc3d/
*/
// cocos2d imports
#import "CCDirector.h"
#import "CCTouchDelegateProtocol.h"
#import "CCCamera.h"
#import "CCScheduler.h"
#import "CCActionManager.h"
#import "CCTextureCache.h"
#import "CCLabelAtlas.h"
#import "ccMacros.h"
#import "ccExceptions.h"
#import "CCTransition.h"
#import "CCScene.h"
#import "CCTouchDispatcher.h"
#import "CCSpriteFrameCache.h"
#import "CCTexture2D.h"
// support imports
#import "Support/glu.h"
#import "Support/OpenGL_Internal.h"
#import "Support/CGPointExtension.h"
#import "CCLayer.h"
#define kDefaultFPS 60.0 // 60 frames per second
extern NSString * cocos2dVersion(void);
@interface CCDirector (Private)
-(BOOL)isOpenGLAttached;
-(BOOL)initOpenGLViewWithView:(UIView *)view withFrame:(CGRect)rect;
-(void) initGLDefaultValues;
-(void) preMainLoop;
-(void) mainLoop;
-(void) setNextScene;
// shows the FPS in the screen
-(void) showFPS;
// calculates delta time since last time it was called
-(void) calculateDeltaTime;
@end
@implementation CCDirector
@synthesize animationInterval;
@synthesize runningScene = runningScene_;
@synthesize displayFPS;
@synthesize openGLView=openGLView_;
@synthesize pixelFormat=pixelFormat_;
@synthesize nextDeltaTimeZero=nextDeltaTimeZero_;
@synthesize deviceOrientation=deviceOrientation_;
@synthesize isPaused=isPaused_;
@synthesize sendCleanupToScene=sendCleanupToScene_;
//
// singleton stuff
//
static CCDirector *_sharedDirector = nil;
+ (CCDirector *)sharedDirector
{
if (!_sharedDirector) {
//
// Default Director is TimerDirector
//
if( [ [CCDirector class] isEqual:[self class]] )
_sharedDirector = [[CCTimerDirector alloc] init];
else
_sharedDirector = [[self alloc] init];
}
return _sharedDirector;
}
+ (BOOL) setDirectorType:(ccDirectorType)type
{
NSAssert(_sharedDirector==nil, @"A Director was alloced. setDirectorType must be the first call to Director");
if( type == CCDirectorTypeDisplayLink ) {
NSString *reqSysVer = @"3.1";
NSString *currSysVer = [[UIDevice currentDevice] systemVersion];
if([currSysVer compare:reqSysVer options:NSNumericSearch] == NSOrderedAscending)
return NO;
}
switch (type) {
case CCDirectorTypeNSTimer:
[CCTimerDirector sharedDirector];
break;
case CCDirectorTypeDisplayLink:
[CCDisplayLinkDirector sharedDirector];
break;
case CCDirectorTypeMainLoop:
[CCFastDirector sharedDirector];
break;
case CCDirectorTypeThreadMainLoop:
[CCThreadedFastDirector sharedDirector];
break;
default:
NSAssert(NO,@"Unknown director type");
}
return YES;
}
+(id)alloc
{
NSAssert(_sharedDirector == nil, @"Attempted to allocate a second instance of a singleton.");
return [super alloc];
}
- (id) init
{
CCLOG(@"cocos2d: %@", cocos2dVersion() );
if( (self=[super init]) ) {
CCLOG(@"cocos2d: Using Director Type:%@", [self class]);
// default values
pixelFormat_ = kPixelFormatDefault;
depthBufferFormat_ = 0;
// scenes
runningScene_ = nil;
nextScene_ = nil;
oldAnimationInterval = animationInterval = 1.0 / kDefaultFPS;
scenesStack_ = [[NSMutableArray arrayWithCapacity:10] retain];
// landscape
deviceOrientation_ = CCDeviceOrientationPortrait;
// FPS
displayFPS = NO;
frames = 0;
// paused ?
isPaused_ = NO;
}
return self;
}
- (void) dealloc
{
CCLOG( @"cocos2d: deallocing %@", self);
#if CC_DIRECTOR_FAST_FPS
[FPSLabel release];
#endif
[runningScene_ release];
[scenesStack_ release];
_sharedDirector = nil;
[super dealloc];
}
-(void) initGLDefaultValues
{
// This method SHOULD be called only after openGLView_ was initialized
NSAssert( openGLView_, @"openGLView_ must be initialized");
[self setAlphaBlending: YES];
[self setDepthTest: YES];
[self setProjection: CCDirectorProjectionDefault];
// set other opengl default values
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
#if CC_DIRECTOR_FAST_FPS
if (!FPSLabel)
FPSLabel = [[CCLabelAtlas labelAtlasWithString:@"00.0" charMapFile:@"fps_images.png" itemWidth:16 itemHeight:24 startCharMap:'.'] retain];
#endif
}
//
// main loop
//
- (void) mainLoop
{
/* calculate "global" dt */
[self calculateDeltaTime];
/* tick before glClear: issue #533 */
if( ! isPaused_ ) {
[[CCScheduler sharedScheduler] tick: dt];
}
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_ )
[self setNextScene];
glPushMatrix();
[self applyLandscape];
// By default enable VertexArray, ColorArray, TextureCoordArray and Texture2D
CC_ENABLE_DEFAULT_GL_STATES();
/* draw the scene */
[runningScene_ visit];
if( displayFPS )
[self showFPS];
CC_DISABLE_DEFAULT_GL_STATES();
glPopMatrix();
/* swap buffers */
[openGLView_ swapBuffers];
}
-(void) calculateDeltaTime
{
struct timeval now;
if( gettimeofday( &now, NULL) != 0 ) {
CCLOG(@"cocos2d: error in gettimeofday");
dt = 0;
return;
}
// new delta time
if( nextDeltaTimeZero_ ) {
dt = 0;
nextDeltaTimeZero_ = NO;
} else {
dt = (now.tv_sec - lastUpdate.tv_sec) + (now.tv_usec - lastUpdate.tv_usec) / 1000000.0f;
dt = MAX(0,dt);
}
lastUpdate = now;
}
#pragma mark Director Scene iPhone Specific
-(void) setPixelFormat: (tPixelFormat) format
{
NSAssert( ! [self isOpenGLAttached], @"Can't change the pixel format after the director was initialized" );
pixelFormat_ = format;
}
-(void) setDepthBufferFormat: (tDepthBufferFormat) format
{
NSAssert( ! [self isOpenGLAttached], @"Can't change the depth buffer format after the director was initialized");
depthBufferFormat_ = format;
}
#pragma mark Director Scene OpenGL Helper
-(ccDirectorProjection) projection
{
return projection_;
}
-(float) getZEye
{
return ( openGLView_.frame.size.height / 1.1566f );
}
-(void) setProjection:(ccDirectorProjection)projection
{
CGSize size = openGLView_.frame.size;
switch (projection) {
case CCDirectorProjection2D:
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrthof(0, size.width, 0, size.height, -1, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
break;
case CCDirectorProjection3D:
glViewport(0, 0, size.width, size.height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60, (GLfloat)size.width/size.height, 0.5f, 1500.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt( size.width/2, size.height/2, [self getZEye],
size.width/2, size.height/2, 0,
0.0f, 1.0f, 0.0f);
break;
case CCDirectorProjectionCustom:
// if custom, ignore it. The user is resposible for setting the correct projection
break;
default:
CCLOG(@"cocos2d: Director: unrecognized projecgtion");
break;
}
projection_ = projection;
}
- (void) setAlphaBlending: (BOOL) on
{
if (on) {
glEnable(GL_BLEND);
glBlendFunc(CC_BLEND_SRC, CC_BLEND_DST);
} else
glDisable(GL_BLEND);
}
- (void) setDepthTest: (BOOL) on
{
if (on) {
glClearDepthf(1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
} else
glDisable( GL_DEPTH_TEST );
}
#pragma mark Director Integration with a UIKit view
// is the view currently attached
-(BOOL)isOpenGLAttached
{
return ([openGLView_ superview]!=nil);
}
// detach or attach to a view or a window
-(BOOL)detach
{
NSAssert([self isOpenGLAttached], @"FATAL: Director: Can't detach the OpenGL View, because it is not attached. Attach it first.");
// remove from the superview
[openGLView_ removeFromSuperview];
NSAssert(![self isOpenGLAttached], @"FATAL: Director: Can't detach the OpenGL View, it is still attached to the superview.");
return YES;
}
-(BOOL)attachInWindow:(UIWindow *)window
{
if([self initOpenGLViewWithView:window withFrame:[window bounds]])
{
return YES;
}
return NO;
}
-(BOOL)attachInView:(UIView *)view
{
if([self initOpenGLViewWithView:view withFrame:[view bounds]])
{
return YES;
}
return NO;
}
-(BOOL)attachInView:(UIView *)view withFrame:(CGRect)frame
{
if([self initOpenGLViewWithView:view withFrame:frame])
{
return YES;
}
return NO;
}
-(BOOL)initOpenGLViewWithView:(UIView *)view withFrame:(CGRect)rect
{
NSAssert( ! [self isOpenGLAttached], @"FATAL: Can't re-attach the OpenGL View, because it is already attached. Detach it first");
// check if the view is not initialized
if(!openGLView_)
{
// define the pixel format
NSString *pFormat = nil;
GLuint depthFormat = 0;
if(pixelFormat_==kPixelFormatRGBA8888)
pFormat = kEAGLColorFormatRGBA8;
else if(pixelFormat_== kPixelFormatRGB565)
pFormat = kEAGLColorFormatRGB565;
else {
CCLOG(@"cocos2d: Director: Unknown pixel format.");
}
if(depthBufferFormat_ == kDepthBuffer16)
depthFormat = GL_DEPTH_COMPONENT16_OES;
else if(depthBufferFormat_ == kDepthBuffer24)
depthFormat = GL_DEPTH_COMPONENT24_OES;
else if(depthBufferFormat_ == kDepthBufferNone)
depthFormat = 0;
else {
CCLOG(@"cocos2d: Director: Unknown buffer depth.");
}
// alloc and init the opengl view
openGLView_ = [[EAGLView alloc] initWithFrame:rect pixelFormat:pFormat depthFormat:depthFormat preserveBackbuffer:NO];
// check if the view was alloced and initialized
NSAssert( openGLView_, @"FATAL: Could not alloc and init the OpenGL view. ");
// set autoresizing enabled when attaching the glview to another view
[openGLView_ setAutoresizesEAGLSurface:YES];
}
else
{
// set the (new) frame of the glview
[openGLView_ setFrame:rect];
}
// set the touch delegate of the glview to self
[openGLView_ setTouchDelegate: [CCTouchDispatcher sharedDispatcher]];
// check if the superview has touchs enabled and enable it in our view
if([view isUserInteractionEnabled])
{
[openGLView_ setUserInteractionEnabled:YES];
[[CCTouchDispatcher sharedDispatcher] setDispatchEvents: YES];
}
else
{
[openGLView_ setUserInteractionEnabled:NO];
[[CCTouchDispatcher sharedDispatcher] setDispatchEvents: NO];
}
// check if multi touches are enabled and set them
if([view isMultipleTouchEnabled])
{
[openGLView_ setMultipleTouchEnabled:YES];
}
else
{
[openGLView_ setMultipleTouchEnabled:NO];
}
// add the glview to his (new) superview
[view addSubview:openGLView_];
// set the background color of the glview
// [backgroundColor setOpenGLClearColor];
NSAssert( [self isOpenGLAttached], @"FATAL: Director: Could not attach OpenGL view");
[self initGLDefaultValues];
return YES;
}
#pragma mark Director Scene Landscape
-(CGPoint)convertToGL:(CGPoint)uiPoint
{
float newY = openGLView_.frame.size.height - uiPoint.y;
float newX = openGLView_.frame.size.width -uiPoint.x;
CGPoint ret;
switch ( deviceOrientation_) {
case CCDeviceOrientationPortrait:
ret = ccp( uiPoint.x, newY );
break;
case CCDeviceOrientationPortraitUpsideDown:
ret = ccp(newX, uiPoint.y);
break;
case CCDeviceOrientationLandscapeLeft:
ret.x = uiPoint.y;
ret.y = uiPoint.x;
break;
case CCDeviceOrientationLandscapeRight:
ret.x = newY;
ret.y = newX;
break;
}
return ret;
}
-(CGPoint)convertToUI:(CGPoint)glPoint
{
CGSize winSize = [self winSize];
int oppositeX = winSize.width - glPoint.x;
int oppositeY = winSize.height - glPoint.y;
CGPoint uiPoint;
switch ( deviceOrientation_) {
case CCDeviceOrientationPortrait:
uiPoint = ccp(glPoint.x, glPoint.y);
break;
case CCDeviceOrientationPortraitUpsideDown:
uiPoint = ccp(oppositeX, oppositeY);
break;
case CCDeviceOrientationLandscapeLeft:
uiPoint = ccp(glPoint.y, oppositeX);
break;
case CCDeviceOrientationLandscapeRight:
uiPoint = ccp(oppositeY, glPoint.x);
break;
}
return uiPoint;
}
// get the current size of the glview
-(CGSize)winSize
{
CGSize s = openGLView_.frame.size;
if( deviceOrientation_ == CCDeviceOrientationLandscapeLeft || deviceOrientation_ == CCDeviceOrientationLandscapeRight ) {
// swap x,y in landscape mode
s.width = openGLView_.frame.size.height;
s.height = openGLView_.frame.size.width;
}
return s;
}
// return the current frame size
-(CGSize)displaySize
{
return openGLView_.frame.size;
}
- (void) setDeviceOrientation:(ccDeviceOrientation) orientation
{
if( deviceOrientation_ != orientation ) {
deviceOrientation_ = orientation;
switch( deviceOrientation_) {
case CCDeviceOrientationPortrait:
[[UIApplication sharedApplication] setStatusBarOrientation: UIInterfaceOrientationPortrait animated:NO];
break;
case CCDeviceOrientationPortraitUpsideDown:
[[UIApplication sharedApplication] setStatusBarOrientation: UIInterfaceOrientationPortrait animated:NO];
break;
case CCDeviceOrientationLandscapeLeft:
[[UIApplication sharedApplication] setStatusBarOrientation: UIInterfaceOrientationLandscapeRight animated:NO];
break;
case CCDeviceOrientationLandscapeRight:
[[UIApplication sharedApplication] setStatusBarOrientation: UIInterfaceOrientationLandscapeLeft animated:NO];
break;
default:
NSLog(@"Director: Unknown device orientation");
break;
}
}
}
-(void) applyLandscape
{
CGSize s = [openGLView_ frame].size;
float w = s.width / 2;
float h = s.height / 2;
// XXX it's using hardcoded values.
// What if the the screen size changes in the future?
switch ( deviceOrientation_ ) {
case CCDeviceOrientationPortrait:
// nothing
break;
case CCDeviceOrientationPortraitUpsideDown:
// upside down
glTranslatef(w,h,0);
glRotatef(180,0,0,1);
glTranslatef(-w,-h,0);
break;
case CCDeviceOrientationLandscapeRight:
glTranslatef(w,h,0);
glRotatef(90,0,0,1);
glTranslatef(-h,-w,0);
break;
case CCDeviceOrientationLandscapeLeft:
glTranslatef(w,h,0);
glRotatef(-90,0,0,1);
glTranslatef(-h,-w,0);
break;
}
}
#pragma mark Director Scene Management
- (void)runWithScene:(CCScene*) scene
{
NSAssert( scene != nil, @"Argument must be non-nil");
NSAssert( runningScene_ == nil, @"You can't run an scene if another Scene is running. Use replaceScene or pushScene instead");
[self pushScene:scene];
[self startAnimation];
}
-(void) replaceScene: (CCScene*) scene
{
NSAssert( scene != nil, @"Argument must be non-nil");
NSUInteger index = [scenesStack_ count];
sendCleanupToScene_ = YES;
[scenesStack_ replaceObjectAtIndex:index-1 withObject:scene];
nextScene_ = scene; // nextScene_ is a weak ref
}
- (void) pushScene: (CCScene*) scene
{
NSAssert( scene != nil, @"Argument must be non-nil");
sendCleanupToScene_ = NO;
[scenesStack_ addObject: scene];
nextScene_ = scene; // nextScene_ is a weak ref
}
-(void) popScene
{
NSAssert( runningScene_ != nil, @"A running Scene is needed");
[scenesStack_ removeLastObject];
NSUInteger c = [scenesStack_ count];
if( c == 0 ) {
[self end];
} else {
nextScene_ = [scenesStack_ objectAtIndex:c-1];
}
}
-(void) end
{
[runningScene_ onExit];
[runningScene_ cleanup];
[runningScene_ release];
runningScene_ = nil;
nextScene_ = nil;
// remove all objects, but don't release it.
// runWithScene might be executed after 'end'.
[scenesStack_ removeAllObjects];
// don't release the event handlers
// They are needed in case the director is run again
[[CCTouchDispatcher sharedDispatcher] removeAllDelegates];
[self stopAnimation];
[self detach];
#if CC_DIRECTOR_FAST_FPS
[FPSLabel release];
FPSLabel = nil;
#endif
// Purge all managers
[CCSpriteFrameCache purgeSharedSpriteFrameCache];
[CCScheduler purgeSharedScheduler];
[CCActionManager purgeSharedManager];
[CCTextureCache purgeSharedTextureCache];
// OpenGL view
[openGLView_ release];
openGLView_ = nil;
}
-(void) setNextScene
{
Class transClass = [CCTransitionScene class];
BOOL runningIsTransition = [runningScene_ isKindOfClass:transClass];
BOOL newIsTransition = [nextScene_ isKindOfClass:transClass];
// If it is not a transition, call onExit/cleanup
if( ! newIsTransition ) {
[runningScene_ onExit];
// issue #709. the root node (scene) should receive the cleanup message too
// otherwise it might be leaked.
if( sendCleanupToScene_)
[runningScene_ cleanup];
}
[runningScene_ release];
runningScene_ = [nextScene_ retain];
nextScene_ = nil;
if( ! runningIsTransition ) {
[runningScene_ onEnter];
[runningScene_ onEnterTransitionDidFinish];
}
}
-(void) pause
{
if( isPaused_ )
return;
oldAnimationInterval = animationInterval;
// when paused, don't consume CPU
[self setAnimationInterval:1/4.0];
isPaused_ = YES;
}
-(void) resume
{
if( ! isPaused_ )
return;
[self setAnimationInterval: oldAnimationInterval];
if( gettimeofday( &lastUpdate, NULL) != 0 ) {
CCLOG(@"cocos2d: Director: Error in gettimeofday");
}
isPaused_ = NO;
dt = 0;
}
- (void)startAnimation
{
CCLOG(@"cocos2d: Director#startAnimation. Override me");
}
- (void)stopAnimation
{
CCLOG(@"cocos2d: Director#stopAnimation. Override me");
}
- (void)setAnimationInterval:(NSTimeInterval)interval
{
CCLOG(@"cocos2d: Director#setAnimationInterval. Override me");
}
#if CC_DIRECTOR_FAST_FPS
// display the FPS using a LabelAtlas
// updates the FPS every frame
-(void) showFPS
{
frames++;
accumDt += dt;
if ( accumDt > CC_DIRECTOR_FPS_INTERVAL) {
frameRate = frames/accumDt;
frames = 0;
accumDt = 0;
// sprintf(format,"%.1f",frameRate);
// [FPSLabel setCString:format];
NSString *str = [[NSString alloc] initWithFormat:@"%.1f", frameRate];
[FPSLabel setString:str];
[str release];
}
[FPSLabel draw];
}
#else
// display the FPS using a manually generated Texture (very slow)
// updates the FPS 3 times per second aprox.
-(void) showFPS
{
frames++;
accumDt += dt;
if ( accumDt > CC_DIRECTOR_FPS_INTERVAL) {
frameRate = frames/accumDt;
frames = 0;
accumDt = 0;
}
NSString *str = [NSString stringWithFormat:@"%.2f",frameRate];
CCTexture2D *texture = [[CCTexture2D alloc] initWithString:str dimensions:CGSizeMake(100,30) alignment:UITextAlignmentLeft fontName:@"Arial" fontSize:24];
// Default GL states: GL_TEXTURE_2D, GL_VERTEX_ARRAY, GL_COLOR_ARRAY, GL_TEXTURE_COORD_ARRAY
// Needed states: GL_TEXTURE_2D, GL_VERTEX_ARRAY, GL_TEXTURE_COORD_ARRAY
// Unneeded states: GL_COLOR_ARRAY
glDisableClientState(GL_COLOR_ARRAY);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4ub(224,224,244,200);
[texture drawAtPoint: ccp(5,2)];
[texture release];
glBlendFunc(CC_BLEND_SRC, CC_BLEND_DST);
// restore default GL state
glEnableClientState(GL_COLOR_ARRAY);
}
#endif
@end
#pragma mark -
#pragma mark Director TimerDirector
@implementation CCTimerDirector
- (void)startAnimation
{
NSAssert( animationTimer == nil, @"animationTimer must be nil. Calling startAnimation twice?");
if( gettimeofday( &lastUpdate, NULL) != 0 ) {
CCLOG(@"cocos2d: Director: Error in gettimeofday");
}
animationTimer = [NSTimer scheduledTimerWithTimeInterval:animationInterval target:self selector:@selector(mainLoop) userInfo:nil repeats:YES];
//
// If you want to attach the opengl view into UIScrollView
// uncomment this line to prevent 'freezing'.
// It doesn't work on with the Fast Director
//
// [[NSRunLoop currentRunLoop] addTimer:animationTimer
// forMode:NSRunLoopCommonModes];
}
- (void)stopAnimation
{
[animationTimer invalidate];
animationTimer = nil;
}
- (void)setAnimationInterval:(NSTimeInterval)interval
{
animationInterval = interval;
if(animationTimer) {
[self stopAnimation];
[self startAnimation];
}
}
-(void) dealloc
{
[animationTimer release];
[super dealloc];
}
@end
#pragma mark -
#pragma mark Director FastDirector
@implementation CCFastDirector
- (id) init
{
if(( self = [super init] )) {
#if CC_DIRECTOR_DISPATCH_FAST_EVENTS
CCLOG(@"cocos2d: Fast Events enabled");
#else
CCLOG(@"cocos2d: Fast Events disabled");
#endif
isRunning = NO;
// XXX:
// XXX: Don't create any autorelease object before calling "fast director"
// XXX: else it will be leaked
// XXX:
autoreleasePool = [NSAutoreleasePool new];
}
return self;
}
- (void) startAnimation
{
// XXX:
// XXX: release autorelease objects created
// XXX: between "use fast director" and "runWithScene"
// XXX:
[autoreleasePool release];
autoreleasePool = nil;
if ( gettimeofday( &lastUpdate, NULL) != 0 ) {
CCLOG(@"cocos2d: Director: Error in gettimeofday");
}
isRunning = YES;
SEL selector = @selector(preMainLoop);
NSMethodSignature* sig = [[[CCDirector sharedDirector] class]
instanceMethodSignatureForSelector:selector];
NSInvocation* invocation = [NSInvocation
invocationWithMethodSignature:sig];
[invocation setTarget:[CCDirector sharedDirector]];
[invocation setSelector:selector];
[invocation performSelectorOnMainThread:@selector(invokeWithTarget:)
withObject:[CCDirector sharedDirector] waitUntilDone:NO];
// NSInvocationOperation *loopOperation = [[[NSInvocationOperation alloc]
// initWithTarget:self selector:@selector(preMainLoop) object:nil]
// autorelease];
//
// [loopOperation performSelectorOnMainThread:@selector(start) withObject:nil
// waitUntilDone:NO];
}
-(void) preMainLoop
{
while (isRunning) {
NSAutoreleasePool *loopPool = [NSAutoreleasePool new];
#if CC_DIRECTOR_DISPATCH_FAST_EVENTS
while( CFRunLoopRunInMode(kCFRunLoopDefaultMode, 0.004f, FALSE) == kCFRunLoopRunHandledSource);
#else
while(CFRunLoopRunInMode(kCFRunLoopDefaultMode, 0, TRUE) == kCFRunLoopRunHandledSource);
#endif
if (isPaused_) {
usleep(250000); // Sleep for a quarter of a second (250,000 microseconds) so that the framerate is 4 fps.
}
[self mainLoop];
#if CC_DIRECTOR_DISPATCH_FAST_EVENTS
while( CFRunLoopRunInMode(kCFRunLoopDefaultMode, 0.004f, FALSE) == kCFRunLoopRunHandledSource);
#else
while(CFRunLoopRunInMode(kCFRunLoopDefaultMode, 0, TRUE) == kCFRunLoopRunHandledSource);
#endif
[loopPool release];
}
}
- (void) stopAnimation
{
isRunning = NO;
}
- (void)setAnimationInterval:(NSTimeInterval)interval
{
NSLog(@"FastDirectory doesn't support setAnimationInterval, yet");
}
@end
#pragma mark -
#pragma mark Director ThreadedFastDirector
@implementation CCThreadedFastDirector
- (id) init
{
if(( self = [super init] )) {
isRunning = NO;
}
return self;
}
- (void) startAnimation
{
if ( gettimeofday( &lastUpdate, NULL) != 0 ) {
CCLOG(@"cocos2d: ThreadedFastDirector: Error on gettimeofday");
}
isRunning = YES;
NSThread *thread = [[NSThread alloc] initWithTarget:self selector:@selector(preMainLoop) object:nil];
[thread start];
[thread release];
}
-(void) preMainLoop
{
while( ![[NSThread currentThread] isCancelled] ) {
if( isRunning )
[self performSelectorOnMainThread:@selector(mainLoop) withObject:nil waitUntilDone:YES];
if (isPaused_) {
usleep(250000); // Sleep for a quarter of a second (250,000 microseconds) so that the framerate is 4 fps.
} else {
// usleep(2000);
}
}