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mirror of synced 2025-02-22 06:28:04 +00:00

asset: move app.Open to its own package

This does not break the dependency on the app package's AndroidContext
for loading assets on android. A potential answer for gobind-based
apps: add a SetAndroidContext method to app.Context. But I'll explore
that separately after the long weekend.

Change-Id: I812f899740e288c379eee7900f42d9d53926d4ce
Reviewed-on: https://go-review.googlesource.com/11675
Reviewed-by: Hyang-Ah Hana Kim <hyangah@gmail.com>
This commit is contained in:
David Crawshaw 2015-06-29 07:21:27 -04:00
parent 743b9bfd9a
commit 8bb4ca139b
9 changed files with 182 additions and 97 deletions

View File

@ -4,7 +4,6 @@
// +build android
#include <android/asset_manager_jni.h>
#include <android/log.h>
#include <dlfcn.h>
#include <errno.h>

View File

@ -25,7 +25,6 @@ package app
#cgo LDFLAGS: -llog -landroid
#include <android/log.h>
#include <android/asset_manager.h>
#include <android/configuration.h>
#include <android/native_activity.h>
#include <time.h>
@ -46,16 +45,9 @@ JavaVM* current_vm;
jobject current_ctx;
jclass app_find_class(JNIEnv* env, const char* name);
// asset_manager is the asset manager of the app.
// For all-Go app, this is initialized in onCreate.
// For go library app, this is set from the context passed to Go.run.
AAssetManager* asset_manager;
*/
import "C"
import (
"fmt"
"io"
"log"
"os"
"runtime"
@ -92,8 +84,6 @@ func callMain(mainPC uintptr) {
//export onCreate
func onCreate(activity *C.ANativeActivity) {
C.asset_manager = activity.assetManager
config := C.AConfiguration_new()
C.AConfiguration_fromAssetManager(config, activity.assetManager)
density := C.AConfiguration_getDensity(config)
@ -219,57 +209,6 @@ var (
windowRedrawNeeded = make(chan *C.ANativeWindow)
)
func openAsset(name string) (ReadSeekCloser, error) {
cname := C.CString(name)
defer C.free(unsafe.Pointer(cname))
a := &asset{
ptr: C.AAssetManager_open(C.asset_manager, cname, C.AASSET_MODE_UNKNOWN),
name: name,
}
if a.ptr == nil {
return nil, a.errorf("open", "bad asset")
}
return a, nil
}
type asset struct {
ptr *C.AAsset
name string
}
func (a *asset) errorf(op string, format string, v ...interface{}) error {
return &os.PathError{
Op: op,
Path: a.name,
Err: fmt.Errorf(format, v...),
}
}
func (a *asset) Read(p []byte) (n int, err error) {
n = int(C.AAsset_read(a.ptr, unsafe.Pointer(&p[0]), C.size_t(len(p))))
if n == 0 && len(p) > 0 {
return 0, io.EOF
}
if n < 0 {
return 0, a.errorf("read", "negative bytes: %d", n)
}
return n, nil
}
func (a *asset) Seek(offset int64, whence int) (int64, error) {
// TODO(crawshaw): use AAsset_seek64 if it is available.
off := C.AAsset_seek(a.ptr, C.off_t(offset), C.int(whence))
if off == -1 {
return 0, a.errorf("seek", "bad result for offset=%d, whence=%d", offset, whence)
}
return int64(off), nil
}
func (a *asset) Close() error {
C.AAsset_close(a.ptr)
return nil
}
func main(f func(App)) {
// Preserve this OS thread for the GL context created in windowDraw.
runtime.LockOSThread()

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@ -6,11 +6,7 @@
package app
import (
"io"
"golang.org/x/mobile/event"
)
import "golang.org/x/mobile/event"
// Main is called by the main.main function to run the mobile application.
//
@ -230,25 +226,3 @@ type Callbacks struct {
// Config is called by the app when configuration has changed.
Config func(new, old event.Config)
}
// Open opens a named asset.
//
// On Android, assets are accessed via android.content.res.AssetManager.
// These files are stored in the assets/ directory of the app. Any raw asset
// can be accessed by its direct relative name. For example assets/img.png
// can be opened with Open("img.png").
//
// On iOS an asset is a resource stored in the application bundle.
// Resources can be loaded using the same relative paths.
//
// For consistency when debugging on a desktop, assets are read from a
// directoy named assets under the current working directory.
func Open(name string) (ReadSeekCloser, error) {
return openAsset(name)
}
// ReadSeekCloser is an io.ReadSeeker and io.Closer.
type ReadSeekCloser interface {
io.ReadSeeker
io.Closer
}

28
asset/asset.go Normal file
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@ -0,0 +1,28 @@
// Package asset provides access to application-bundled assets.
//
// On Android, assets are accessed via android.content.res.AssetManager.
// These files are stored in the assets/ directory of the app. Any raw asset
// can be accessed by its direct relative name. For example assets/img.png
// can be opened with Open("img.png").
//
// On iOS an asset is a resource stored in the application bundle.
// Resources can be loaded using the same relative paths.
//
// For consistency when debugging on a desktop, assets are read from a
// directoy named assets under the current working directory.
package asset
import "io"
// Open opens a named asset.
//
// Errors are of type *os.PathError.
func Open(name string) (File, error) {
return openAsset(name)
}
// File is an open asset.
type File interface {
io.ReadSeeker
io.Closer
}

120
asset/asset_android.go Normal file
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@ -0,0 +1,120 @@
package asset
/*
#cgo LDFLAGS: -llog -landroid
#include <android/log.h>
#include <android/asset_manager.h>
#include <android/asset_manager_jni.h>
#include <jni.h>
#include <stdlib.h>
#define LOG_FATAL(...) __android_log_print(ANDROID_LOG_FATAL, "Go/asset", __VA_ARGS__)
// asset_manager is the asset manager of the app.
AAssetManager* asset_manager;
void asset_manager_init(void* java_vm, void* ctx) {
JavaVM* vm = (JavaVM*)(java_vm);
JNIEnv* env;
int err;
int attached = 0;
err = (*vm)->GetEnv(vm, (void**)&env, JNI_VERSION_1_6);
if (err != JNI_OK) {
if (err == JNI_EDETACHED) {
if ((*vm)->AttachCurrentThread(vm, &env, 0) != 0) {
LOG_FATAL("cannot attach JVM");
}
attached = 1;
} else {
LOG_FATAL("GetEnv unexpected error: %d", err);
}
}
// Equivalent to:
// assetManager = ctx.getResources().getAssets();
jclass ctx_clazz = (*env)->FindClass(env, "android/content/Context");
jmethodID getres_id = (*env)->GetMethodID(env, ctx_clazz, "getResources", "()Landroid/content/res/Resources;");
jobject res = (*env)->CallObjectMethod(env, ctx, getres_id);
jclass res_clazz = (*env)->FindClass(env, "android/content/res/Resources");
jmethodID getam_id = (*env)->GetMethodID(env, res_clazz, "getAssets", "()Landroid/content/res/AssetManager;");
jobject am = (*env)->CallObjectMethod(env, res, getam_id);
// Pin the AssetManager and load an AAssetManager from it.
am = (*env)->NewGlobalRef(env, am);
asset_manager = AAssetManager_fromJava(env, am);
if (attached) {
(*vm)->DetachCurrentThread(vm);
}
}
*/
import "C"
import (
"fmt"
"io"
"os"
"sync"
"unsafe"
"golang.org/x/mobile/app"
)
var assetOnce sync.Once
func assetInit() {
ctx := app.Context{}
C.asset_manager_init(ctx.JavaVM(), ctx.AndroidContext())
}
func openAsset(name string) (File, error) {
assetOnce.Do(assetInit)
cname := C.CString(name)
defer C.free(unsafe.Pointer(cname))
a := &asset{
ptr: C.AAssetManager_open(C.asset_manager, cname, C.AASSET_MODE_UNKNOWN),
name: name,
}
if a.ptr == nil {
return nil, a.errorf("open", "bad asset")
}
return a, nil
}
type asset struct {
ptr *C.AAsset
name string
}
func (a *asset) errorf(op string, format string, v ...interface{}) error {
return &os.PathError{
Op: op,
Path: a.name,
Err: fmt.Errorf(format, v...),
}
}
func (a *asset) Read(p []byte) (n int, err error) {
n = int(C.AAsset_read(a.ptr, unsafe.Pointer(&p[0]), C.size_t(len(p))))
if n == 0 && len(p) > 0 {
return 0, io.EOF
}
if n < 0 {
return 0, a.errorf("read", "negative bytes: %d", n)
}
return n, nil
}
func (a *asset) Seek(offset int64, whence int) (int64, error) {
// TODO(crawshaw): use AAsset_seek64 if it is available.
off := C.AAsset_seek(a.ptr, C.off_t(offset), C.int(whence))
if off == -1 {
return 0, a.errorf("seek", "bad result for offset=%d, whence=%d", offset, whence)
}
return int64(off), nil
}
func (a *asset) Close() error {
C.AAsset_close(a.ptr)
return nil
}

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@ -0,0 +1,25 @@
// Copyright 2015 The Go Authors. All rights reserved.
// Use of this source code is governed by a BSD-style
// license that can be found in the LICENSE file.
// +build darwin
// +build arm arm64
package app
import (
"os"
"path/filepath"
)
func openAsset(name string) (File, error) {
if !filepath.IsAbs(name) {
name = filepath.Join("assets", name)
}
f, err := os.Open(name)
if err != nil {
return nil, err
}
return f, nil
}

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@ -2,18 +2,16 @@
// Use of this source code is governed by a BSD-style
// license that can be found in the LICENSE file.
// +build linux,!android darwin
// +build linux,!android darwin,!arm,!arm64
package app
package asset
import (
"os"
"path/filepath"
)
// Logic shared by desktop debugging implementations.
func openAsset(name string) (ReadSeekCloser, error) {
func openAsset(name string) (File, error) {
if !filepath.IsAbs(name) {
name = filepath.Join("assets", name)
}

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@ -39,6 +39,7 @@ import (
"golang.org/x/mobile/app"
"golang.org/x/mobile/app/debug"
"golang.org/x/mobile/asset"
"golang.org/x/mobile/event"
"golang.org/x/mobile/exp/audio"
"golang.org/x/mobile/exp/sprite"
@ -71,7 +72,7 @@ func main() {
}
func start() {
rc, err := app.Open("boing.wav")
rc, err := asset.Open("boing.wav")
if err != nil {
log.Fatal(err)
}
@ -152,7 +153,7 @@ func boing() {
}
func loadGopher() sprite.SubTex {
a, err := app.Open("gopher.jpeg")
a, err := asset.Open("gopher.jpeg")
if err != nil {
log.Fatal(err)
}

View File

@ -36,6 +36,7 @@ import (
"golang.org/x/mobile/app"
"golang.org/x/mobile/app/debug"
"golang.org/x/mobile/asset"
"golang.org/x/mobile/event"
"golang.org/x/mobile/exp/sprite"
"golang.org/x/mobile/exp/sprite/clock"
@ -131,7 +132,7 @@ const (
)
func loadTextures() []sprite.SubTex {
a, err := app.Open("waza-gophers.jpeg")
a, err := asset.Open("waza-gophers.jpeg")
if err != nil {
log.Fatal(err)
}