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v/vlib/os/os_android.c.v

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module os
#include <asset_manager.h>
#include <asset_manager_jni.h>
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pub enum AssetMode {
buffer = C.AASSET_MODE_BUFFER // Caller plans to ask for a read-only buffer with all data.
random = C.AASSET_MODE_RANDOM // Read chunks, and seek forward and backward.
streaming = C.AASSET_MODE_STREAMING // Read sequentially, with an occasional forward seek.
unknown = C.AASSET_MODE_UNKNOWN // No specific information about how data will be accessed.
}
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struct C.ANativeActivity {
assetManager &AssetManager // Pointer to the Asset Manager instance for the application.
clazz voidptr // (jobject) The NativeActivity object handle.
env voidptr // (JNIEnv *) JNI context for the main thread of the app.
externalDataPath &char // Path to this application's external (removable/mountable) data directory.
instance voidptr // This is the native instance of the application.
internalDataPath &char // Path to this application's internal data directory.
obbPath &char // Available starting with Honeycomb: path to the directory containing the application's OBB files (if any).
sdkVersion int // The platform's SDK version code.
vm voidptr // (JavaVM *) The global handle on the process's Java VM.
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}
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// NativeActivity defines the native side of an android.app.NativeActivity.
pub type NativeActivity = C.ANativeActivity
struct C.AAssetManager {
}
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// AssetManager provides access to an application's raw assets by creating Asset objects.
pub type AssetManager = C.AAssetManager
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fn C.AAssetManager_open(&C.AAssetManager, &char, int) &C.AAsset
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// open opens an Android `Asset`
pub fn (am &AssetManager) open(filename string, mode AssetMode) !&Asset {
asset := C.AAssetManager_open(am, filename.str, int(mode))
if isnil(asset) {
return error('file `$filename` not found')
}
return asset
}
struct C.AAsset {
}
pub type Asset = C.AAsset
fn C.AAsset_getBuffer(&C.AAsset) voidptr
// get_buffer returns a pointer to a buffer holding the entire contents of the asset.
pub fn (a &Asset) get_buffer() voidptr {
return C.AAsset_getBuffer(a)
}
fn C.AAsset_getLength(&C.AAsset) int
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// get_length returns the total size of the asset data.
pub fn (a &Asset) get_length() int {
return C.AAsset_getLength(a)
}
fn C.AAsset_getLength64(&C.AAsset) i64
// get_length_64 returns the total size of the asset data.
// get_length_64 returns the size using a 64-bit number insted of 32-bit as `get_length`.
pub fn (a &Asset) get_length_64() i64 {
return C.AAsset_getLength64(a)
}
fn C.AAsset_read(&C.AAsset, voidptr, usize) int
// read attempts to read 'count' bytes of data from the current offset.
// read returns the number of bytes read, zero on EOF, or < 0 on error.
pub fn (a &Asset) read(buffer voidptr, count usize) int {
return C.AAsset_read(a, buffer, count)
}
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fn C.AAsset_close(&C.AAsset)
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// close closes the asset, freeing all associated resources.
pub fn (a &Asset) close() {
C.AAsset_close(a)
}
// read_apk_asset returns all the data located at `path`.
// `path` is expected to be relative to the `assets`
pub fn read_apk_asset(path string) ![]u8 {
$if apk {
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act := &NativeActivity(C.sapp_android_get_native_activity())
if isnil(act) {
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return error('could not get reference to Android activity')
}
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asset_manager := &AssetManager(act.assetManager)
asset := asset_manager.open(path, .streaming)!
len := asset.get_length()
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buf := []u8{len: len}
for {
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if asset.read(buf.data, usize(len)) > 0 {
break
}
}
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asset.close()
return buf
} $else {
return error(@FN + ' can only be used with APK/AAB packaged Android apps')
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}
}