godot/platform/android/file_access_android.h

82 lines
3.8 KiB
C++

/*************************************************************************/
/* file_access_android.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef FILE_ACCESS_ANDROID_H
#define FILE_ACCESS_ANDROID_H
#include "core/io/file_access.h"
#include <android/asset_manager.h>
#include <android/log.h>
#include <stdio.h>
//#include <android_native_app_glue.h>
class FileAccessAndroid : public FileAccess {
static Ref<FileAccess> create_android();
mutable AAsset *a = nullptr;
mutable uint64_t len = 0;
mutable uint64_t pos = 0;
mutable bool eof = false;
void _close();
public:
static AAssetManager *asset_manager;
virtual Error _open(const String &p_path, int p_mode_flags); ///< open a file
virtual bool is_open() const; ///< true when file is open
virtual void seek(uint64_t p_position); ///< seek to a given position
virtual void seek_end(int64_t p_position = 0); ///< seek from the end of file
virtual uint64_t get_position() const; ///< get position in the file
virtual uint64_t get_length() const; ///< get size of the file
virtual bool eof_reached() const; ///< reading passed EOF
virtual uint8_t get_8() const; ///< get a byte
virtual uint64_t get_buffer(uint8_t *p_dst, uint64_t p_length) const;
virtual Error get_error() const; ///< get last error
virtual void flush();
virtual void store_8(uint8_t p_dest); ///< store a byte
virtual bool file_exists(const String &p_path); ///< return true if a file exists
virtual uint64_t _get_modified_time(const String &p_file) { return 0; }
virtual uint32_t _get_unix_permissions(const String &p_file) { return 0; }
virtual Error _set_unix_permissions(const String &p_file, uint32_t p_permissions) { return FAILED; }
//static void make_default();
~FileAccessAndroid();
};
#endif // FILE_ACCESS_ANDROID_H