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Diffstat (limited to 'libs/androidfw/include/androidfw/AssetManager.h')
-rw-r--r-- | libs/androidfw/include/androidfw/AssetManager.h | 329 |
1 files changed, 329 insertions, 0 deletions
diff --git a/libs/androidfw/include/androidfw/AssetManager.h b/libs/androidfw/include/androidfw/AssetManager.h new file mode 100644 index 000000000000..0441b9d789e2 --- /dev/null +++ b/libs/androidfw/include/androidfw/AssetManager.h @@ -0,0 +1,329 @@ +/* + * Copyright (C) 2006 The Android Open Source Project + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +// +// Asset management class. AssetManager objects are thread-safe. +// +#ifndef __LIBS_ASSETMANAGER_H +#define __LIBS_ASSETMANAGER_H + +#include <androidfw/Asset.h> +#include <androidfw/AssetDir.h> +#include <androidfw/ZipFileRO.h> +#include <utils/KeyedVector.h> +#include <utils/SortedVector.h> +#include <utils/String16.h> +#include <utils/String8.h> +#include <utils/threads.h> +#include <utils/Vector.h> + +/* + * Native-app access is via the opaque typedef struct AAssetManager in the C namespace. + */ +struct AAssetManager { }; + +/* + * Now the proper C++ android-namespace definitions + */ + +namespace android { + +class Asset; // fwd decl for things that include Asset.h first +class ResTable; +struct ResTable_config; + +/* + * Every application that uses assets needs one instance of this. A + * single instance may be shared across multiple threads, and a single + * thread may have more than one instance (the latter is discouraged). + * + * The purpose of the AssetManager is to create Asset objects. + * + * The asset hierarchy may be examined like a filesystem, using + * AssetDir objects to peruse a single directory. + */ +class AssetManager : public AAssetManager { +public: + static const char* RESOURCES_FILENAME; + static const char* IDMAP_BIN; + static const char* OVERLAY_DIR; + /* + * If OVERLAY_THEME_DIR_PROPERTY is set, search for runtime resource overlay + * APKs in OVERLAY_DIR/<value of OVERLAY_THEME_DIR_PROPERTY> in addition to + * OVERLAY_DIR. + */ + static const char* OVERLAY_THEME_DIR_PROPERTY; + static const char* TARGET_PACKAGE_NAME; + static const char* TARGET_APK_PATH; + static const char* IDMAP_DIR; + + AssetManager(); + virtual ~AssetManager(void); + + static int32_t getGlobalCount(); + + /* + * Add a new source for assets. This can be called multiple times to + * look in multiple places for assets. It can be either a directory (for + * finding assets as raw files on the disk) or a ZIP file. This newly + * added asset path will be examined first when searching for assets, + * before any that were previously added, the assets are added as shared + * library if appAsLib is true. + * + * Returns "true" on success, "false" on failure. If 'cookie' is non-NULL, + * then on success, *cookie is set to the value corresponding to the + * newly-added asset source. + */ + bool addAssetPath(const String8& path, int32_t* cookie, + bool appAsLib=false, bool isSystemAsset=false); + bool addOverlayPath(const String8& path, int32_t* cookie); + + /* + * Convenience for adding the standard system assets. Uses the + * ANDROID_ROOT environment variable to find them. + */ + bool addDefaultAssets(); + + /* + * Iterate over the asset paths in this manager. (Previously + * added via addAssetPath() and addDefaultAssets().) On first call, + * 'cookie' must be 0, resulting in the first cookie being returned. + * Each next cookie will be returned there-after, until -1 indicating + * the end has been reached. + */ + int32_t nextAssetPath(const int32_t cookie) const; + + /* + * Return an asset path in the manager. 'cookie' must be a non-negative value + * previously returned from addAssetPath() or nextAssetPath(). + */ + String8 getAssetPath(const int32_t cookie) const; + + /* + * Sets various device configuration parameters, like screen orientation, layout, + * size, locale, etc. + * The optional 'locale' string takes precedence over the locale within 'config' + * and must be in bcp47 format. + */ + void setConfiguration(const ResTable_config& config, const char* locale = NULL); + + void getConfiguration(ResTable_config* outConfig) const; + + typedef Asset::AccessMode AccessMode; // typing shortcut + + /* + * Open an asset. + * + * The object returned does not depend on the AssetManager. It should + * be freed by calling Asset::close(). + */ + Asset* open(const char* fileName, AccessMode mode); + + /* + * Open a non-asset file as an asset. + * + * This is for opening files that are included in an asset package + * but aren't assets. These sit outside the usual "assets/" + * path hierarchy, and will not be seen by "AssetDir". + */ + Asset* openNonAsset(const char* fileName, AccessMode mode, int32_t* outCookie = NULL); + + /* + * Explicit non-asset file. The file explicitly named by the cookie (the + * resource set to look in) and fileName will be opened and returned. + */ + Asset* openNonAsset(const int32_t cookie, const char* fileName, AccessMode mode); + + /* + * Open a directory within the asset hierarchy. + * + * To open the top-level directory, pass in "". + */ + AssetDir* openDir(const char* dirName); + + /* + * Open a directory within a particular path of the asset manager. + * + * To open the top-level directory, pass in "". + */ + AssetDir* openNonAssetDir(const int32_t cookie, const char* dirName); + + /* + * Get the type of a file in the asset hierarchy. They will either + * be "regular" or "directory". [Currently only works for "regular".] + * + * Can also be used as a quick test for existence of a file. + */ + FileType getFileType(const char* fileName); + + /* + * Return the complete resource table to find things in the package. + */ + const ResTable& getResources(bool required = true) const; + + /* + * Return true if the files this AssetManager references are all + * up-to-date (have not been changed since it was created). If false + * is returned, you will need to create a new AssetManager to get + * the current data. + */ + bool isUpToDate(); + + /** + * Get the known locales for this asset manager object. + */ + void getLocales(Vector<String8>* locales, bool includeSystemLocales=true) const; + + /** + * Generate idmap data to translate resources IDs between a package and a + * corresponding overlay package. + */ + bool createIdmap(const char* targetApkPath, const char* overlayApkPath, + uint32_t targetCrc, uint32_t overlayCrc, uint32_t** outData, size_t* outSize); + +private: + struct asset_path + { + asset_path() : path(""), type(kFileTypeRegular), idmap(""), + isSystemOverlay(false), isSystemAsset(false) {} + String8 path; + FileType type; + String8 idmap; + bool isSystemOverlay; + bool isSystemAsset; + }; + + Asset* openNonAssetInPathLocked(const char* fileName, AccessMode mode, + const asset_path& path); + String8 createPathNameLocked(const asset_path& path, const char* rootDir); + String8 createZipSourceNameLocked(const String8& zipFileName, + const String8& dirName, const String8& fileName); + + ZipFileRO* getZipFileLocked(const asset_path& path); + Asset* openAssetFromFileLocked(const String8& fileName, AccessMode mode); + Asset* openAssetFromZipLocked(const ZipFileRO* pZipFile, + const ZipEntryRO entry, AccessMode mode, const String8& entryName); + + bool scanAndMergeDirLocked(SortedVector<AssetDir::FileInfo>* pMergedInfo, + const asset_path& path, const char* rootDir, const char* dirName); + SortedVector<AssetDir::FileInfo>* scanDirLocked(const String8& path); + bool scanAndMergeZipLocked(SortedVector<AssetDir::FileInfo>* pMergedInfo, + const asset_path& path, const char* rootDir, const char* dirName); + void mergeInfoLocked(SortedVector<AssetDir::FileInfo>* pMergedInfo, + const SortedVector<AssetDir::FileInfo>* pContents); + + const ResTable* getResTable(bool required = true) const; + void setLocaleLocked(const char* locale); + void updateResourceParamsLocked() const; + bool appendPathToResTable(const asset_path& ap, bool appAsLib=false) const; + + Asset* openIdmapLocked(const struct asset_path& ap) const; + + void addSystemOverlays(const char* pathOverlaysList, const String8& targetPackagePath, + ResTable* sharedRes, size_t offset) const; + + class SharedZip : public RefBase { + public: + static sp<SharedZip> get(const String8& path, bool createIfNotPresent = true); + + ZipFileRO* getZip(); + + Asset* getResourceTableAsset(); + Asset* setResourceTableAsset(Asset* asset); + + ResTable* getResourceTable(); + ResTable* setResourceTable(ResTable* res); + + bool isUpToDate(); + + void addOverlay(const asset_path& ap); + bool getOverlay(size_t idx, asset_path* out) const; + + protected: + ~SharedZip(); + + private: + SharedZip(const String8& path, time_t modWhen); + SharedZip(); // <-- not implemented + + String8 mPath; + ZipFileRO* mZipFile; + time_t mModWhen; + + Asset* mResourceTableAsset; + ResTable* mResourceTable; + + Vector<asset_path> mOverlays; + + static Mutex gLock; + static DefaultKeyedVector<String8, wp<SharedZip> > gOpen; + }; + + /* + * Manage a set of Zip files. For each file we need a pointer to the + * ZipFile and a time_t with the file's modification date. + * + * We currently only have two zip files (current app, "common" app). + * (This was originally written for 8, based on app/locale/vendor.) + */ + class ZipSet { + public: + ZipSet() = default; + ~ZipSet(); + + /* + * Return a ZipFileRO structure for a ZipFileRO with the specified + * parameters. + */ + ZipFileRO* getZip(const String8& path); + + Asset* getZipResourceTableAsset(const String8& path); + Asset* setZipResourceTableAsset(const String8& path, Asset* asset); + + ResTable* getZipResourceTable(const String8& path); + ResTable* setZipResourceTable(const String8& path, ResTable* res); + + // generate path, e.g. "common/en-US-noogle.zip" + static String8 getPathName(const char* path); + + bool isUpToDate(); + + void addOverlay(const String8& path, const asset_path& overlay); + bool getOverlay(const String8& path, size_t idx, asset_path* out) const; + + private: + void closeZip(int idx); + + int getIndex(const String8& zip) const; + mutable Vector<String8> mZipPath; + mutable Vector<sp<SharedZip> > mZipFile; + }; + + // Protect all internal state. + mutable Mutex mLock; + + ZipSet mZipSet; + + Vector<asset_path> mAssetPaths; + char* mLocale; + + mutable ResTable* mResources; + ResTable_config* mConfig; +}; + +}; // namespace android + +#endif // __LIBS_ASSETMANAGER_H |