CCNode::CCNode(void){
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m_pScheduler->retain();
}
void CCNode::schedule(SEL_SCHEDULE selector)
{
this->schedule(selector, 0.0f, kCCRepeatForever, 0.0f);
}
void CCNode::schedule(SEL_SCHEDULE selector, float interval, unsignedint repeat, float delay)
{
CCAssert( selector, "Argument must be non-nil");
CCAssert( interval >=0, "Argument must be positive");
m_pScheduler->scheduleSelector(selector, this, interval , repeat, delay, !m_bRunning);
}
void CCScheduler::scheduleSelector(SEL_SCHEDULE pfnSelector, CCObject *pTarget, float fInterval, unsignedint repeat, float delay, bool bPaused)
{
CCAssert(pfnSelector, "Argument selector must be non-NULL");
CCAssert(pTarget, "Argument target must be non-NULL");
tHashTimerEntry *pElement = NULL;
HASH_FIND_INT(m_pHashForTimers, &pTarget, pElement);
if (! pElement)
{
pElement = (tHashTimerEntry *)calloc(sizeof(*pElement), 1);
pElement->target = pTarget;
if (pTarget)
{
pTarget->retain();
}
HASH_ADD_INT(m_pHashForTimers, target, pElement);
// Is this the 1st element ? Then set the pause level to all the selectors of this target
pElement->paused = bPaused;
}
else
{
CCAssert(pElement->paused == bPaused, "");
}
if (pElement->timers == NULL)
{
pElement->timers = ccArrayNew(10);
}
else
{
for (unsignedint i = 0; i < pElement->timers->num; ++i)
{
CCTimer *timer = (CCTimer*)pElement->timers->arr[i];
if (pfnSelector == timer->getSelector())
{
CCLOG("CCScheduler#scheduleSelector. Selector already scheduled. Updating interval from: %.4f to %.4f", timer->getInterval(), fInterval);
timer->setInterval(fInterval);
return;
}
}
ccArrayEnsureExtraCapacity(pElement->timers, 1);
}
CCTimer *pTimer = newCCTimer();
pTimer->initWithTarget(pTarget, pfnSelector, fInterval, repeat, delay);
ccArrayAppendObject(pElement->timers, pTimer);
pTimer->release();
}
bool CCDirector::init(void)
{
// scheduler
m_pScheduler = newCCScheduler();
// action manager
m_pActionManager = newCCActionManager();
m_pScheduler->scheduleUpdateForTarget(m_pActionManager, kCCPrioritySystem, false);
}
// Draw the Scene
voidCCDirector::drawScene(void)
{
//tick before glClear: issue #533
if (! m_bPaused)
{
m_pScheduler->update(m_fDeltaTime);
}
}
void CCDisplayLinkDirector::mainLoop(void)
{
if (m_bPurgeDirecotorInNextLoop)
{
m_bPurgeDirecotorInNextLoop = false;
purgeDirector();
}
elseif (! m_bInvalid)
{
drawScene();
// release the objects
CCPoolManager::sharedPoolManager()->pop();
}
}
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