解决可能卡死问题

This commit is contained in:
ww-rm
2025-10-02 14:19:53 +08:00
parent b730f677be
commit d28eabaca5

View File

@@ -17,6 +17,14 @@ namespace Spine.Interfaces
{
private static readonly Logger _logger = LogManager.GetCurrentClassLogger();
private static readonly SFML.Graphics.RenderTexture _renderTex; // XXX: 在此保留一个静态变量, 并且没有使用 Dispose 进行资源释放
static SpineExtension()
{
_renderTex = new(1, 1);
_renderTex.SetActive(false);
}
/// <summary>
/// 命中检测精确度等级
/// </summary>
@@ -189,17 +197,18 @@ namespace Spine.Interfaces
var texH = tex.Size.Y;
// 把要判断的那个像素点渲出来
using var renderTex = new SFML.Graphics.RenderTexture(1, 1);
using var view = renderTex.GetView();
using var view = _renderTex.GetView();
using var vertexArray = new SFML.Graphics.VertexArray(SFML.Graphics.PrimitiveType.Points, 1);
vertexArray[0] = new(view.Center, new SFML.System.Vector2f(u * texW, v * texH));
renderTex.Clear(SFML.Graphics.Color.Transparent);
renderTex.Draw(vertexArray, new(tex));
renderTex.Display();
// XXX: 此处 RenderTexture 不能临时用临时释放, 由于未知原因如果短时间快速创建释放 RenderTexture 可能让程序卡死
_renderTex.SetActive(true);
_renderTex.Clear(SFML.Graphics.Color.Transparent);
_renderTex.Draw(vertexArray, new(tex));
_renderTex.Display();
_renderTex.SetActive(false);
using var img = renderTex.Texture.CopyToImage();
using var img = _renderTex.Texture.CopyToImage();
var pixel = img.GetPixel(0, 0);
return pixel.A > 0;
}