顾名思义,removeFromParent就是把自己从父亲那里移除,removeAllChildren就是移除自己所有的孩子,这些方法的具体实现都在基类Node里面,通过查看代码也很容易看到怎么实现的。
现在主要看下他们两个的调用顺序
示例代码如下:
比如自定义一个类Layer,
#ifndef _MAINMENU_H1_ #define _MAINMENU_H1_ #include "cocos2d.h" using namespace cocos2d; using namespace std; class Layer1 : public Layer { public: Layer1(); virtual ~Layer1(); bool init(); virtual bool onTouchBegan(Touch *pTouch, Event *pEvent); virtual void onTouchMoved(Touch *pTouch, Event *pEvent); virtual void onTouchEnded(Touch *pTouch, Event *pEvent); virtual void onTouchCancelled(Touch *pTouch, Event *pEvent); string haha; CREATE_FUNC(Layer1); }; #endif
#include "Layer1.h" Layer1::Layer1() { } Layer1::~Layer1() { printf("析构函数"); } bool Layer1::init() { // this->setTouchEnabled(true); auto listen = EventListenerTouchOneByOne::create(); listen->onTouchBegan = CC_CALLBACK_2(Layer1::onTouchBegan, this); listen->onTouchMoved = CC_CALLBACK_2(Layer1::onTouchMoved, this); listen->onTouchEnded = CC_CALLBACK_2(Layer1::onTouchEnded, this); listen->onTouchCancelled = CC_CALLBACK_2(Layer1::onTouchCancelled, this); // listen->setSwallowTouches(true); Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listen, this); return true; } bool Layer1::onTouchBegan(Touch *touch, Event * pEvent) { printf("Layer1 began\n"); this->removeFromParent(); this->removeAllChildren(); // for(int i=0;i<100000;i++){ // printf("char=%s",haha.c_str()); // } return true; } void Layer1::onTouchEnded(Touch *touch, Event * pEvent) { printf("Layer1 end\n"); } void Layer1::onTouchCancelled(Touch *touch, Event *pEvent) { printf("Layer1 cancel\n"); } void Layer1::onTouchMoved(Touch *touch, Event *pEvent) { printf("Layer1 Move\n"); }
AppDelegate auto scene = Scene::create(); auto layer1=Layer1::create(); scene->addChild(layer1); director->runWithScene(scene);
当点击界面的时候,会报错,看标红的地方,很容易理解什么原因 removeFromParent之后,Layer1实例已经释放了,在调用就会报错(但是在cocos2d-iphone中,他们的顺序是无关紧要的,都可以正确运行,通过调试得知,当调用RemoveFromPanrent的时候,dealloac没有马上调用,而c++中的析构函数会立即调用,我猜想原因可能就在这里吧),然后把顺序反过来,果然正确执行.
下面再看下一个问题,移除Layer1实例的时候,能否只调用removeFromParent,而不调用removeAllChildren().这个可以通过析构函数来判断,新建一个Layer2的类
#ifndef _MAINMENU_H222_ #define _MAINMENU_H222_ #include "cocos2d.h" using namespace cocos2d; class Layer2 : public Layer { public: Layer2(); virtual ~Layer2(); bool init(); virtual bool onTouchBegan(Touch *pTouch, Event *pEvent); virtual void onTouchMoved(Touch *pTouch, Event *pEvent); virtual void onTouchEnded(Touch *pTouch, Event *pEvent); virtual void onTouchCancelled(Touch *pTouch, Event *pEvent); CREATE_FUNC(Layer2); }; #endif
#include "Layer2.h" Layer2::Layer2() { } Layer2::~Layer2(){ printf("Layer2析构函数"); } bool Layer2::init() { //this->setTouchEnabled(true); auto listen = EventListenerTouchOneByOne::create(); listen->onTouchBegan = CC_CALLBACK_2(Layer2::onTouchBegan, this); listen->onTouchMoved = CC_CALLBACK_2(Layer2::onTouchMoved, this); listen->onTouchEnded = CC_CALLBACK_2(Layer2::onTouchEnded, this); listen->onTouchCancelled = CC_CALLBACK_2(Layer2::onTouchCancelled, this); // listen->setSwallowTouches(true); Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listen, this); return true; } bool Layer2::onTouchBegan(Touch *touch, Event * pEvent) { printf("Layer2 began\n"); return true; } void Layer2::onTouchEnded(Touch *touch, Event * pEvent) { printf("Layer2 end\n"); // pEvent->stopPropagation(); } void Layer2::onTouchCancelled(Touch *touch, Event *pEvent) { printf("Layer2 cancel\n"); } void Layer2::onTouchMoved(Touch *touch, Event *pEvent) { printf("Layer2 Move\n"); pEvent->stopPropagation(); }
Layer1修改,去掉
this->removeAllChildren();这一行代码
Appdelegate
auto scene = Scene::create(); // scene->addChild(MainMenu::create()); auto layer1=Layer1::create(); //int fff=layer1->getReferenceCount(); auto layer2=Layer2::create(); layer1->addChild(layer2); scene->addChild(layer1); // layer2->retain(); // run director->runWithScene(scene);
通过运行发现,Layer2会执行析构函数,那么Layer2是在什么位置被删除的呢,通过看removeFromParent的源码发现,并没有发现删除Layer2的代码,
而在removeAllChildren()中很容易发现是
_children.clear();但是removeFromParent中并没有这个代码,最后通过分析找到了地方,原来Layer的基类Node有一个_children的Vector数组,当
Node释放的时候,他的属性_children也会释放,然后这个属性会调用析构函数,在析构函数里面调用了clear()方法,如下代码
/** Destructor */
~Vector<T>()
{
CCLOGINFO("In the destructor of Vector.");
clear();
},
,从而使Layer1的孩子Layer2也释放。
所以分析得知,要移除某个cocos2d类的实例,在保证没有内存泄露的情况下(内存泄露的话,两个方法都调也不行),调用 removeFromParent就可删除自身,无需调用removeAllChildren(),如果两个类都想调用,那么先调用removeAllChildren,在调用removeFromParent。