x/mobile/app: Open function for basic asset management
LGTM=hyangah R=hyangah CC=golang-codereviews https://golang.org/cl/187740044
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@ -12,11 +12,15 @@ package app
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/*
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/*
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#cgo LDFLAGS: -llog -landroid
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#cgo LDFLAGS: -llog -landroid
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#include <android/log.h>
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#include <android/log.h>
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#include <android/asset_manager.h>
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#include <android/configuration.h>
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#include <android/configuration.h>
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#include <android/native_activity.h>
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#include <android/native_activity.h>
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#include <pthread.h>
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#include <jni.h>
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#include <jni.h>
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#include <pthread.h>
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#include <stdlib.h>
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pthread_cond_t go_started_cond;
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pthread_cond_t go_started_cond;
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pthread_mutex_t go_started_mu;
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pthread_mutex_t go_started_mu;
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@ -32,15 +36,22 @@ JavaVM* current_vm;
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*/
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*/
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import "C"
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import "C"
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import (
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import (
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"fmt"
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"io"
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"log"
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"log"
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"os"
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"runtime"
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"runtime"
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"unsafe"
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"unsafe"
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"golang.org/x/mobile/geom"
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"golang.org/x/mobile/geom"
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)
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)
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var assetManager *C.AAssetManager
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//export onCreate
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//export onCreate
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func onCreate(activity *C.ANativeActivity) {
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func onCreate(activity *C.ANativeActivity) {
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assetManager = activity.assetManager
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config := C.AConfiguration_new()
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config := C.AConfiguration_new()
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C.AConfiguration_fromAssetManager(config, activity.assetManager)
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C.AConfiguration_fromAssetManager(config, activity.assetManager)
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density := C.AConfiguration_getDensity(config)
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density := C.AConfiguration_getDensity(config)
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@ -150,6 +161,57 @@ var (
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windowCreated = make(chan *C.ANativeWindow)
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windowCreated = make(chan *C.ANativeWindow)
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)
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)
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func openAsset(name string) (ReadSeekCloser, error) {
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cname := C.CString(name)
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defer C.free(unsafe.Pointer(cname))
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a := &asset{
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ptr: C.AAssetManager_open(assetManager, cname, C.AASSET_MODE_UNKNOWN),
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name: name,
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}
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if a.ptr == nil {
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return nil, a.errorf("open", "bad asset")
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}
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return a, nil
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}
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type asset struct {
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ptr *C.AAsset
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name string
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}
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func (a *asset) errorf(op string, format string, v ...interface{}) error {
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return &os.PathError{
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Op: op,
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Path: a.name,
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Err: fmt.Errorf(format, v...),
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}
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}
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func (a *asset) Read(p []byte) (n int, err error) {
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n = int(C.AAsset_read(a.ptr, unsafe.Pointer(&p[0]), C.size_t(len(p))))
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if n == 0 && len(p) > 0 {
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return 0, io.EOF
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}
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if n < 0 {
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return 0, a.errorf("read", "negative bytes: %d", n)
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}
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return n, nil
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}
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func (a *asset) Seek(offset int64, whence int) (int64, error) {
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// TODO(crawshaw): use AAsset_seek64 if it is available.
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off := C.AAsset_seek(a.ptr, C.off_t(offset), C.int(whence))
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if off == -1 {
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return 0, a.errorf("seek", "bad result for offset=%d, whence=%d", offset, whence)
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}
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return int64(off), nil
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}
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func (a *asset) Close() error {
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C.AAsset_close(a.ptr)
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return nil
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}
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func run(cb Callbacks) {
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func run(cb Callbacks) {
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// We want to keep the event loop on a consistent OS thread.
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// We want to keep the event loop on a consistent OS thread.
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runtime.LockOSThread()
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runtime.LockOSThread()
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34
app/app.go
34
app/app.go
@ -4,7 +4,11 @@
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package app
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package app
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import "golang.org/x/mobile/event"
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import (
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"io"
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"golang.org/x/mobile/event"
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)
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// Run starts the app.
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// Run starts the app.
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//
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//
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@ -26,10 +30,24 @@ type Callbacks struct {
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Touch func(event.Touch)
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Touch func(event.Touch)
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}
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}
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/*
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// Open opens a named asset.
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TODO(crawshaw): Implement.
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//
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var Start func()
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// On Android, assets are accessed via android.content.res.AssetManager.
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var Stop func()
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// These files are stored in the assets/ directory of the app. Any raw asset
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var Resume func()
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// can be accessed by its direct relative name. For example assets/img.png
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var Pause func()
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// can be opened with Open("img.png").
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*/
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//
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// On iOS an asset is a resource stored in the application bundle.
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// Resources can be loaded using the same relative paths.
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//
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// For consistency when debugging on a desktop, assets are read from a
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// directoy named assets under the current working directory.
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func Open(name string) (ReadSeekCloser, error) {
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return openAsset(name)
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}
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// ReadSeekCloser is an io.ReadSeeker and io.Closer.
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type ReadSeekCloser interface {
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io.ReadSeeker
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io.Closer
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}
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25
app/desktop.go
Normal file
25
app/desktop.go
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@ -0,0 +1,25 @@
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// Copyright 2014 The Go Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style
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// license that can be found in the LICENSE file.
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// +build !android
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package app
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import (
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"os"
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"path/filepath"
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)
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// Logic shared by desktop debugging implementations.
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func openAsset(name string) (ReadSeekCloser, error) {
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if !filepath.IsAbs(name) {
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name = filepath.Join("assets", name)
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}
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f, err := os.Open(name)
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if err != nil {
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return nil, err
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}
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return f, nil
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}
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