os: improve Android interop (#14827)

master
Larpon 2022-06-22 20:38:27 +02:00 committed by GitHub
parent 585b5145fa
commit 3fb88500a2
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2 changed files with 79 additions and 26 deletions

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@ -42,11 +42,6 @@ jobs:
./v -os windows cmd/v
./v -os windows examples/2048/2048.v
- name: Compile to raw Android (non-graphic) compatible
run: |
# Test that V can compile non-graphic app to Android compatible code *without* using the -apk flag
./v -os android -gc none examples/toml.v
linux-cross:
runs-on: ubuntu-20.04
if: github.event_name != 'push' || github.event.ref == 'refs/heads/master' || github.event.repository.full_name != 'vlang/v'
@ -64,6 +59,7 @@ jobs:
sudo apt-get install --quiet -y libssl-dev sqlite3 libsqlite3-dev
sudo apt-get install --quiet -y mingw-w64 wine-stable winetricks
## sudo apt-get install --quiet -y wine32
- name: Turn off the wine crash dialog
run: winetricks nocrashdialog
@ -95,12 +91,6 @@ jobs:
./v -os windows examples/2048/2048.v
ls -lart examples/2048/2048.exe
- name: toml.v can be compiled to raw Android C
run: |
# Test that V can compile non-graphic app to Android compatible code *without* using the -apk flag
./v -os android -gc none examples/toml.v
windows-cross:
runs-on: windows-2019
if: github.event_name != 'push' || github.event.ref == 'refs/heads/master' || github.event.repository.full_name != 'vlang/v'

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@ -1,41 +1,104 @@
module os
struct C.AAsset {
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.
}
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.
}
// NativeActivity defines the native side of an android.app.NativeActivity.
pub type NativeActivity = C.ANativeActivity
struct C.AAssetManager {
}
struct C.ANativeActivity {
assetManager voidptr
}
// AssetManager provides access to an application's raw assets by creating Asset objects.
pub type AssetManager = C.AAssetManager
fn C.AAssetManager_open(&C.AAssetManager, &char, int) &C.AAsset
// 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
fn C.AAsset_read(&C.AAsset, voidptr, int) int
// 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)
}
fn C.AAsset_close(&C.AAsset)
pub fn read_apk_asset(file string) ?[]u8 {
// 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 {
$if apk {
act := &C.ANativeActivity(C.sapp_android_get_native_activity())
act := &NativeActivity(C.sapp_android_get_native_activity())
if isnil(act) {
return error('Could not get reference to Android activity')
return error('could not get reference to Android activity')
}
asset := C.AAssetManager_open(&C.AAssetManager(act.assetManager), file.str, C.AASSET_MODE_STREAMING)
if isnil(asset) {
return error('File `$file` not found')
}
len := C.AAsset_getLength(asset)
asset_manager := &AssetManager(act.assetManager)
asset := asset_manager.open(path, .streaming)!
len := asset.get_length()
buf := []u8{len: len}
for {
if C.AAsset_read(asset, buf.data, len) > 0 {
if asset.read(buf.data, usize(len)) > 0 {
break
}
}
C.AAsset_close(asset)
asset.close()
return buf
} $else {
return error(@FN + ' can only be used with APK/AAB packaged Android apps')