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