void PlatformEventController::startUpdating() { if (m_isActive) return; if (hasLastData() && !m_timer.isActive()) { // Make sure to fire the data as soon as possible. m_timer.startOneShot(0, BLINK_FROM_HERE); } registerWithDispatcher(); m_isActive = true; }
inline void _DelayedReleaser::releaseAfterFrames(cocos2d::Ref *ref, uint64_t f, const std::string &name) { auto it = _frames.find(ref); if (it == _frames.end()) { ref->retain(); _frames.insert(std::make_pair(ref, f)); if (!name.empty()) { storeRef(ref, name); } registerWithDispatcher(); } else { it->second = f; } }