ComponentManager增加自动释放功能

This commit is contained in:
hyzboy 2025-06-15 00:49:23 +08:00
parent c1420e257d
commit cfda1fceb2
10 changed files with 70 additions and 48 deletions

View File

@ -42,8 +42,6 @@ private:
Pipeline * pipeline =nullptr;
StaticMeshComponent *sm_component=nullptr;
private:
bool InitMaterial()
@ -89,33 +87,16 @@ private:
{VAN::Color, COLOR_DATA_FORMAT, color_data}
});
return(mesh_triangle);
}
bool InitScene()
{
if(!mesh_triangle)
return(false);
SceneNode *scene_root=GetSceneRoot(); ///<取得场景根节点
sm_component=CreateComponent<StaticMeshComponent>(scene_root,mesh_triangle); //创建一个静态网格组件
if(!sm_component)
return(false);
return(true);
return CreateComponent<StaticMeshComponent>(GetSceneRoot(),mesh_triangle); //创建一个静态网格组件
}
public:
using WorkObject::WorkObject;
~TestApp()
{
SAFE_CLEAR(sm_component);
}
bool Init() override
{
if(!InitMaterial())
@ -124,9 +105,6 @@ public:
if(!InitVBO())
return(false);
if(!InitScene())
return(false);
return(true);
}
};//class TestApp:public WorkObject

View File

@ -58,10 +58,24 @@ public:
*/
class Component
{
static uint unique_id_count;
uint unique_id;
SceneNode * OwnerNode;
ComponentManager * Manager;
ComponentData * Data;
protected:
friend class ComponentManager;
virtual void OnDetachManager(ComponentManager *cm)
{
if(cm==Manager)
Manager=nullptr;
}
public:
Component()=delete;
@ -72,6 +86,8 @@ public:
public:
uint GetUniqueID ()const{return unique_id;}
SceneNode * GetOwnerNode()const{return OwnerNode;}
ComponentManager * GetManager ()const{return Manager;}
ComponentData * GetData ()const{return Data;}
@ -83,7 +99,7 @@ public:
public: //事件
virtual void OnAttach(SceneNode *node){if(node)OwnerNode=node;} ///<附加到节点事件
virtual void OnDetach(SceneNode *node){OwnerNode=nullptr;} ///<从节点分离事件
virtual void OnDetach(SceneNode *){OwnerNode=nullptr;} ///<从节点分离事件
virtual void OnFocusLost(){} ///<焦点丢失事件
virtual void OnFocusGained(){} ///<焦点获得事件
@ -108,17 +124,17 @@ public:
virtual const size_t GetComponentHashCode()const=0;
virtual const size_t GetHashCode()const=0;
virtual ~ComponentManager()=default;
virtual ~ComponentManager();
public:
virtual Component * CreateComponent(ComponentData *)=0;
int GetComponentCount()const{return component_set.GetCount();}
const size_t GetComponentCount()const{return component_set.GetCount();}
ComponentSet & GetComponents(){return component_set;}
int GetComponents(ArrayList<Component *> &comp_list,SceneNode *);
int GetComponents(ComponentList &comp_list,SceneNode *);
virtual void UpdateComponents(const double delta_time);

View File

@ -57,7 +57,7 @@ namespace hgl::graph
public:
virtual ~SceneNode()=default;
virtual ~SceneNode();
void Clear() override
{
@ -106,8 +106,8 @@ namespace hgl::graph
public: //组件相关方法
bool ComponentIsEmpty ()const{return component_set.GetCount()==0;} ///<是否没有组件
virtual int GetComponentCount ()const{return component_set.GetCount();} ///<取得组件数量
bool ComponentIsEmpty ()const{return component_set.IsEmpty();} ///<是否没有组件
virtual const int64 GetComponentCount ()const{return component_set.GetCount();} ///<取得组件数量
virtual bool AttachComponent (Component *comp) ///<添加一个组件
{
if(!comp)return(false);

View File

@ -1,8 +1,8 @@
#ifndef HGL_GRAPH_VULKAN_MATERIAL_INCLUDE
#define HGL_GRAPH_VULKAN_MATERIAL_INCLUDE
#pragma once
#include<hgl/graph/VK.h>
#include<hgl/type/Map.h>
#include<hgl/type/SortedSet.h>
#include<hgl/type/String.h>
#include<hgl/graph/VKShaderModuleMap.h>
#include<hgl/graph/mtl/ShaderBufferSource.h>
@ -106,6 +106,5 @@ public:
MaterialInstance *CreateMI(const VILConfig *vil_cfg=nullptr);
};//class Material
using MaterialSets=SortedSet<Material *>;
using MaterialSet=SortedSet<Material *>;
VK_NAMESPACE_END
#endif//HGL_GRAPH_VULKAN_MATERIAL_INCLUDE

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@ -2,7 +2,6 @@
#include<hgl/graph/VK.h>
#include<hgl/type/String.h>
#include<hgl/type/SortedSet.h>
VK_NAMESPACE_BEGIN
class VulkanPhyDevice

View File

@ -1,9 +1,7 @@
#ifndef HGL_GRAPH_VULKAN_SHADER_MODULE_INCLUDE
#define HGL_GRAPH_VULKAN_SHADER_MODULE_INCLUDE
#pragma once
#include<hgl/graph/VK.h>
#include<hgl/graph/VKVertexInputLayout.h>
#include<hgl/type/SortedSet.h>
VK_NAMESPACE_BEGIN
@ -46,4 +44,3 @@ public:
operator VkShaderModule ()const{return stage_create_info->module;}
};//class ShaderModule
VK_NAMESPACE_END
#endif//HGL_GRAPH_VULKAN_SHADER_MODULE_INCLUDE

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@ -3,7 +3,7 @@
#include<hgl/graph/VK.h>
#include<hgl/graph/VKDescriptorSetType.h>
#include<hgl/type/Map.h>
#include<hgl/type/SortedSet.h>
VK_NAMESPACE_BEGIN
struct PipelineLayoutData
{
@ -21,4 +21,4 @@ public:
~PipelineLayoutData();
};//class PipelineLayoutData
VK_NAMESPACE_END
VK_NAMESPACE_END

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@ -1,26 +1,36 @@
#include<hgl/component/Component.h>
#include<hgl/graph/SceneNode.h>
#include<hgl/log/LogInfo.h>
namespace hgl::graph
{
uint Component::unique_id_count=0;
Component::Component(ComponentData *cd,ComponentManager *cm)
{
unique_id=++unique_id_count;
OwnerNode=nullptr;
Data=cd;
Manager=cm;
Manager->AttachComponent(this);
LOG_INFO(AnsiString("Component::Component ")+AnsiString::numberOf(unique_id)+AnsiString(" ")+ToHexString<char>(this));
}
Component::~Component()
{
LOG_INFO(AnsiString("Component::~Component ")+AnsiString::numberOf(unique_id)+AnsiString(" ")+ToHexString<char>(this));
if(OwnerNode)
{
OwnerNode->DetachComponent(this);
OwnerNode=nullptr;
}
Manager->DetachComponent(this);
if(Manager)
Manager->DetachComponent(this);
SAFE_CLEAR(Data);
}

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@ -1,5 +1,7 @@
#include<hgl/component/Component.h>
#include<tsl/robin_map.h>
#include<hgl/type/String.h>
#include<hgl/log/LogInfo.h>
namespace hgl::graph
{
@ -59,20 +61,33 @@ namespace hgl::graph
return component_manager_map->at(hash_code);
}
int ComponentManager::GetComponents(ArrayList<Component *> &comp_list,SceneNode *node)
ComponentManager::~ComponentManager()
{
for(auto *c:component_set)
{
c->OnDetach(nullptr);
//Component::~Component()函数会再次调用ComponentManager->DetachComponent其中会执行component_set的删除整个流程就会出现问题。
//所以这里先OnDetachManager掉Component中的Manager属性然后再执行删除
c->OnDetachManager(this);
LOG_INFO(AnsiString("~ComponentManager delete ")+AnsiString::numberOf(c->GetUniqueID()));
delete c;
}
}
int ComponentManager::GetComponents(ComponentList &comp_list,SceneNode *node)
{
if(!node)return(-1);
if(comp_list.IsEmpty())return(-2);
if(!component_manager_map)return(-3);
Component **cc=component_set.GetData();
int result=0;
for(int i=0;i<component_set.GetCount();i++)
if(cc[i]->GetOwnerNode()==node)
for(auto cc:component_set)
if(cc->GetOwnerNode()==node)
{
comp_list.Add(cc[i]);
comp_list.Add(cc);
++result;
}

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@ -126,4 +126,12 @@ namespace hgl::graph
return(false);
}
SceneNode::~SceneNode()
{
for(Component *c:component_set)
{
c->OnDetach(this);
}
}
}//namespace hgl::graph