irrlicht/source/Irrlicht/Android/CAndroidAssetFileArchive.cpp
Loic Blot 7cade6f27f cleanup: remove _IRR_COMPILE_ANDROID_ASSET_READER_ build flag
it's enabled inconditionally on android

also remove some _IRR_COMPILE_WITH_ANDROID_DEVICE_ which are useless because cmake is already properly configured
2023-10-22 12:19:14 +02:00

108 lines
3.0 KiB
C++

// Copyright (C) 2002-2011 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#include "CAndroidAssetReader.h"
#include "CReadFile.h"
#include "coreutil.h"
#include "CAndroidAssetFileArchive.h"
#include "CIrrDeviceAndroid.h"
#include "os.h" // for logging (just keep it in even when not needed right now as it's used all the time)
#include <android_native_app_glue.h>
#include <android/native_activity.h>
#include <android/log.h>
namespace irr
{
namespace io
{
CAndroidAssetFileArchive::CAndroidAssetFileArchive(AAssetManager *assetManager, bool ignoreCase, bool ignorePaths)
: CFileList("/asset", ignoreCase, ignorePaths), AssetManager(assetManager)
{
}
CAndroidAssetFileArchive::~CAndroidAssetFileArchive()
{
}
//! get the archive type
E_FILE_ARCHIVE_TYPE CAndroidAssetFileArchive::getType() const
{
return EFAT_ANDROID_ASSET;
}
const IFileList* CAndroidAssetFileArchive::getFileList() const
{
// The assert_manager can not read directory names, so
// getFileList returns only files in folders which have been added.
return this;
}
//! opens a file by file name
IReadFile* CAndroidAssetFileArchive::createAndOpenFile(const io::path& filename)
{
CAndroidAssetReader *reader = new CAndroidAssetReader(AssetManager, filename);
if(reader->isOpen())
return reader;
reader->drop();
return NULL;
}
//! opens a file by index
IReadFile* CAndroidAssetFileArchive::createAndOpenFile(u32 index)
{
const io::path& filename(getFullFileName(index));
if ( filename.empty() )
return 0;
return createAndOpenFile(filename);
}
void CAndroidAssetFileArchive::addDirectoryToFileList(const io::path &dirname_)
{
io::path dirname(dirname_);
fschar_t lastChar = dirname.lastChar();
if ( lastChar == '/' || lastChar == '\\' )
dirname.erase(dirname.size()-1);
// os::Printer::log("addDirectoryToFileList:", dirname.c_str(), ELL_DEBUG);
if (findFile(dirname, true) >= 0 )
return; // was already added
AAssetDir *dir = AAssetManager_openDir(AssetManager, core::stringc(dirname).c_str());
if(!dir)
return;
// add directory itself
addItem(dirname, 0, 0, /*isDir*/true, getFileCount());
// add all files in folder.
// Note: AAssetDir_getNextFileName does not return directory names (neither does any other NDK function)
while(const char *filename = AAssetDir_getNextFileName(dir))
{
core::stringc full_filename= dirname=="" ? filename
: dirname+"/"+filename;
// We can't get the size without opening the file - so for performance
// reasons we set the file size to 0.
// TODO: Does this really cost so much performance that it's worth losing this information? Dirs are usually just added once at startup...
addItem(full_filename, /*offet*/0, /*size*/0, /*isDir*/false, getFileCount());
// os::Printer::log("addItem:", full_filename.c_str(), ELL_DEBUG);
}
AAssetDir_close(dir);
}
} // end namespace io
} // end namespace irr