a9d5701b03
Cookies are really indices into vectors and arrays, so they don't need to be void*. We choose int32_t instead of size_t to allow their width to be well specified. Change-Id: I319f271bd4f102dee7cb9f00df4c75ea697456f5
375 lines
13 KiB
C++
375 lines
13 KiB
C++
/*
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* Copyright (C) 2006 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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//
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// Asset management class. AssetManager objects are thread-safe.
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//
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#ifndef __LIBS_ASSETMANAGER_H
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#define __LIBS_ASSETMANAGER_H
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#include <androidfw/Asset.h>
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#include <androidfw/AssetDir.h>
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#include <androidfw/ZipFileRO.h>
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#include <utils/KeyedVector.h>
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#include <utils/SortedVector.h>
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#include <utils/String16.h>
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#include <utils/String8.h>
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#include <utils/threads.h>
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#include <utils/Vector.h>
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/*
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* Native-app access is via the opaque typedef struct AAssetManager in the C namespace.
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*/
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct AAssetManager { };
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#ifdef __cplusplus
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};
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#endif
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/*
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* Now the proper C++ android-namespace definitions
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*/
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namespace android {
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class Asset; // fwd decl for things that include Asset.h first
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class ResTable;
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struct ResTable_config;
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/*
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* Every application that uses assets needs one instance of this. A
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* single instance may be shared across multiple threads, and a single
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* thread may have more than one instance (the latter is discouraged).
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*
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* The purpose of the AssetManager is to create Asset objects. To do
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* this efficiently it may cache information about the locations of
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* files it has seen. This can be controlled with the "cacheMode"
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* argument.
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*
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* The asset hierarchy may be examined like a filesystem, using
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* AssetDir objects to peruse a single directory.
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*/
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class AssetManager : public AAssetManager {
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public:
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typedef enum CacheMode {
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CACHE_UNKNOWN = 0,
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CACHE_OFF, // don't try to cache file locations
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CACHE_DEFER, // construct cache as pieces are needed
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//CACHE_SCAN, // scan full(!) asset hierarchy at init() time
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} CacheMode;
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AssetManager(CacheMode cacheMode = CACHE_OFF);
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virtual ~AssetManager(void);
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static int32_t getGlobalCount();
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/*
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* Add a new source for assets. This can be called multiple times to
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* look in multiple places for assets. It can be either a directory (for
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* finding assets as raw files on the disk) or a ZIP file. This newly
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* added asset path will be examined first when searching for assets,
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* before any that were previously added.
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*
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* Returns "true" on success, "false" on failure. If 'cookie' is non-NULL,
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* then on success, *cookie is set to the value corresponding to the
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* newly-added asset source.
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*/
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bool addAssetPath(const String8& path, int32_t* cookie);
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/*
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* Convenience for adding the standard system assets. Uses the
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* ANDROID_ROOT environment variable to find them.
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*/
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bool addDefaultAssets();
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/*
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* Iterate over the asset paths in this manager. (Previously
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* added via addAssetPath() and addDefaultAssets().) On first call,
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* 'cookie' must be 0, resulting in the first cookie being returned.
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* Each next cookie will be returned there-after, until -1 indicating
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* the end has been reached.
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*/
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int32_t nextAssetPath(const int32_t cookie) const;
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/*
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* Return an asset path in the manager. 'which' must be between 0 and
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* countAssetPaths().
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*/
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String8 getAssetPath(const int32_t cookie) const;
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/*
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* Set the current locale and vendor. The locale can change during
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* the lifetime of an AssetManager if the user updates the device's
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* language setting. The vendor is less likely to change.
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*
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* Pass in NULL to indicate no preference.
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*/
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void setLocale(const char* locale);
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void setVendor(const char* vendor);
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/*
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* Choose screen orientation for resources values returned.
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*/
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void setConfiguration(const ResTable_config& config, const char* locale = NULL);
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void getConfiguration(ResTable_config* outConfig) const;
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typedef Asset::AccessMode AccessMode; // typing shortcut
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/*
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* Open an asset.
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*
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* This will search through locale-specific and vendor-specific
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* directories and packages to find the file.
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*
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* The object returned does not depend on the AssetManager. It should
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* be freed by calling Asset::close().
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*/
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Asset* open(const char* fileName, AccessMode mode);
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/*
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* Open a non-asset file as an asset.
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*
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* This is for opening files that are included in an asset package
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* but aren't assets. These sit outside the usual "locale/vendor"
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* path hierarchy, and will not be seen by "AssetDir" or included
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* in our filename cache.
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*/
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Asset* openNonAsset(const char* fileName, AccessMode mode);
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/*
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* Explicit non-asset file. The file explicitly named by the cookie (the
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* resource set to look in) and fileName will be opened and returned.
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*/
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Asset* openNonAsset(const int32_t cookie, const char* fileName, AccessMode mode);
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/*
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* Open a directory within the asset hierarchy.
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*
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* The contents of the directory are an amalgam of vendor-specific,
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* locale-specific, and generic assets stored loosely or in asset
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* packages. Depending on the cache setting and previous accesses,
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* this call may incur significant disk overhead.
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*
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* To open the top-level directory, pass in "".
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*/
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AssetDir* openDir(const char* dirName);
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/*
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* Open a directory within a particular path of the asset manager.
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*
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* The contents of the directory are an amalgam of vendor-specific,
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* locale-specific, and generic assets stored loosely or in asset
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* packages. Depending on the cache setting and previous accesses,
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* this call may incur significant disk overhead.
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*
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* To open the top-level directory, pass in "".
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*/
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AssetDir* openNonAssetDir(const int32_t cookie, const char* dirName);
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/*
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* Get the type of a file in the asset hierarchy. They will either
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* be "regular" or "directory". [Currently only works for "regular".]
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*
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* Can also be used as a quick test for existence of a file.
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*/
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FileType getFileType(const char* fileName);
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/*
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* Return the complete resource table to find things in the package.
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*/
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const ResTable& getResources(bool required = true) const;
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/*
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* Discard cached filename information. This only needs to be called
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* if somebody has updated the set of "loose" files, and we want to
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* discard our cached notion of what's where.
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*/
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void purge(void) { purgeFileNameCacheLocked(); }
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/*
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* Return true if the files this AssetManager references are all
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* up-to-date (have not been changed since it was created). If false
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* is returned, you will need to create a new AssetManager to get
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* the current data.
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*/
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bool isUpToDate();
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/**
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* Get the known locales for this asset manager object.
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*/
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void getLocales(Vector<String8>* locales) const;
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private:
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struct asset_path
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{
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String8 path;
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FileType type;
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String8 idmap;
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};
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Asset* openInPathLocked(const char* fileName, AccessMode mode,
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const asset_path& path);
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Asset* openNonAssetInPathLocked(const char* fileName, AccessMode mode,
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const asset_path& path);
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Asset* openInLocaleVendorLocked(const char* fileName, AccessMode mode,
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const asset_path& path, const char* locale, const char* vendor);
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String8 createPathNameLocked(const asset_path& path, const char* locale,
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const char* vendor);
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String8 createPathNameLocked(const asset_path& path, const char* rootDir);
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String8 createZipSourceNameLocked(const String8& zipFileName,
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const String8& dirName, const String8& fileName);
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ZipFileRO* getZipFileLocked(const asset_path& path);
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Asset* openAssetFromFileLocked(const String8& fileName, AccessMode mode);
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Asset* openAssetFromZipLocked(const ZipFileRO* pZipFile,
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const ZipEntryRO entry, AccessMode mode, const String8& entryName);
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bool scanAndMergeDirLocked(SortedVector<AssetDir::FileInfo>* pMergedInfo,
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const asset_path& path, const char* rootDir, const char* dirName);
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SortedVector<AssetDir::FileInfo>* scanDirLocked(const String8& path);
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bool scanAndMergeZipLocked(SortedVector<AssetDir::FileInfo>* pMergedInfo,
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const asset_path& path, const char* rootDir, const char* dirName);
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void mergeInfoLocked(SortedVector<AssetDir::FileInfo>* pMergedInfo,
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const SortedVector<AssetDir::FileInfo>* pContents);
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void loadFileNameCacheLocked(void);
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void fncScanLocked(SortedVector<AssetDir::FileInfo>* pMergedInfo,
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const char* dirName);
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bool fncScanAndMergeDirLocked(
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SortedVector<AssetDir::FileInfo>* pMergedInfo,
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const asset_path& path, const char* locale, const char* vendor,
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const char* dirName);
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void purgeFileNameCacheLocked(void);
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const ResTable* getResTable(bool required = true) const;
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void setLocaleLocked(const char* locale);
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void updateResourceParamsLocked() const;
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bool createIdmapFileLocked(const String8& originalPath, const String8& overlayPath,
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const String8& idmapPath);
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bool isIdmapStaleLocked(const String8& originalPath, const String8& overlayPath,
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const String8& idmapPath);
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Asset* openIdmapLocked(const struct asset_path& ap) const;
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bool getZipEntryCrcLocked(const String8& zipPath, const char* entryFilename, uint32_t* pCrc);
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class SharedZip : public RefBase {
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public:
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static sp<SharedZip> get(const String8& path);
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ZipFileRO* getZip();
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Asset* getResourceTableAsset();
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Asset* setResourceTableAsset(Asset* asset);
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ResTable* getResourceTable();
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ResTable* setResourceTable(ResTable* res);
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bool isUpToDate();
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protected:
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~SharedZip();
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private:
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SharedZip(const String8& path, time_t modWhen);
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SharedZip(); // <-- not implemented
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String8 mPath;
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ZipFileRO* mZipFile;
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time_t mModWhen;
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Asset* mResourceTableAsset;
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ResTable* mResourceTable;
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static Mutex gLock;
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static DefaultKeyedVector<String8, wp<SharedZip> > gOpen;
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};
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/*
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* Manage a set of Zip files. For each file we need a pointer to the
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* ZipFile and a time_t with the file's modification date.
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*
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* We currently only have two zip files (current app, "common" app).
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* (This was originally written for 8, based on app/locale/vendor.)
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*/
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class ZipSet {
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public:
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ZipSet(void);
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~ZipSet(void);
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/*
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* Return a ZipFileRO structure for a ZipFileRO with the specified
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* parameters.
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*/
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ZipFileRO* getZip(const String8& path);
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Asset* getZipResourceTableAsset(const String8& path);
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Asset* setZipResourceTableAsset(const String8& path, Asset* asset);
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ResTable* getZipResourceTable(const String8& path);
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ResTable* setZipResourceTable(const String8& path, ResTable* res);
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// generate path, e.g. "common/en-US-noogle.zip"
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static String8 getPathName(const char* path);
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bool isUpToDate();
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private:
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void closeZip(int idx);
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int getIndex(const String8& zip) const;
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mutable Vector<String8> mZipPath;
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mutable Vector<sp<SharedZip> > mZipFile;
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};
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// Protect all internal state.
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mutable Mutex mLock;
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ZipSet mZipSet;
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Vector<asset_path> mAssetPaths;
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char* mLocale;
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char* mVendor;
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mutable ResTable* mResources;
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ResTable_config* mConfig;
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/*
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* Cached data for "loose" files. This lets us avoid poking at the
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* filesystem when searching for loose assets. Each entry is the
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* "extended partial" path, e.g. "default/default/foo/bar.txt". The
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* full set of files is present, including ".EXCLUDE" entries.
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*
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* We do not cache directory names. We don't retain the ".gz",
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* because to our clients "foo" and "foo.gz" both look like "foo".
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*/
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CacheMode mCacheMode; // is the cache enabled?
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bool mCacheValid; // clear when locale or vendor changes
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SortedVector<AssetDir::FileInfo> mCache;
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};
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}; // namespace android
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#endif // __LIBS_ASSETMANAGER_H
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