| /* |
| * 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. |
| */ |
| #ifdef __cplusplus |
| extern "C" { |
| #endif |
| |
| struct AAssetManager { }; |
| |
| #ifdef __cplusplus |
| }; |
| #endif |
| |
| |
| /* |
| * 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. To do |
| * this efficiently it may cache information about the locations of |
| * files it has seen. This can be controlled with the "cacheMode" |
| * argument. |
| * |
| * 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; |
| static const char* TARGET_PACKAGE_NAME; |
| static const char* TARGET_APK_PATH; |
| static const char* IDMAP_DIR; |
| |
| typedef enum CacheMode { |
| CACHE_UNKNOWN = 0, |
| CACHE_OFF, // don't try to cache file locations |
| CACHE_DEFER, // construct cache as pieces are needed |
| //CACHE_SCAN, // scan full(!) asset hierarchy at init() time |
| } CacheMode; |
| |
| AssetManager(CacheMode cacheMode = CACHE_OFF); |
| 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. |
| * |
| * 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 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. 'which' must be between 0 and |
| * countAssetPaths(). |
| */ |
| String8 getAssetPath(const int32_t cookie) const; |
| |
| /* |
| * Set the current locale and vendor. The locale can change during |
| * the lifetime of an AssetManager if the user updates the device's |
| * language setting. The vendor is less likely to change. |
| * |
| * Pass in NULL to indicate no preference. |
| */ |
| void setLocale(const char* locale); |
| void setVendor(const char* vendor); |
| |
| /* |
| * Choose screen orientation for resources values returned. |
| */ |
| 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. |
| * |
| * This will search through locale-specific and vendor-specific |
| * directories and packages to find the file. |
| * |
| * 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 "locale/vendor" |
| * path hierarchy, and will not be seen by "AssetDir" or included |
| * in our filename cache. |
| */ |
| Asset* openNonAsset(const char* fileName, AccessMode mode); |
| |
| /* |
| * 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. |
| * |
| * The contents of the directory are an amalgam of vendor-specific, |
| * locale-specific, and generic assets stored loosely or in asset |
| * packages. Depending on the cache setting and previous accesses, |
| * this call may incur significant disk overhead. |
| * |
| * To open the top-level directory, pass in "". |
| */ |
| AssetDir* openDir(const char* dirName); |
| |
| /* |
| * Open a directory within a particular path of the asset manager. |
| * |
| * The contents of the directory are an amalgam of vendor-specific, |
| * locale-specific, and generic assets stored loosely or in asset |
| * packages. Depending on the cache setting and previous accesses, |
| * this call may incur significant disk overhead. |
| * |
| * 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; |
| |
| /* |
| * Discard cached filename information. This only needs to be called |
| * if somebody has updated the set of "loose" files, and we want to |
| * discard our cached notion of what's where. |
| */ |
| void purge(void) { purgeFileNameCacheLocked(); } |
| |
| /* |
| * 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) 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 |
| { |
| String8 path; |
| FileType type; |
| String8 idmap; |
| }; |
| |
| Asset* openInPathLocked(const char* fileName, AccessMode mode, |
| const asset_path& path); |
| Asset* openNonAssetInPathLocked(const char* fileName, AccessMode mode, |
| const asset_path& path); |
| Asset* openInLocaleVendorLocked(const char* fileName, AccessMode mode, |
| const asset_path& path, const char* locale, const char* vendor); |
| String8 createPathNameLocked(const asset_path& path, const char* locale, |
| const char* vendor); |
| 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); |
| |
| void loadFileNameCacheLocked(void); |
| void fncScanLocked(SortedVector<AssetDir::FileInfo>* pMergedInfo, |
| const char* dirName); |
| bool fncScanAndMergeDirLocked( |
| SortedVector<AssetDir::FileInfo>* pMergedInfo, |
| const asset_path& path, const char* locale, const char* vendor, |
| const char* dirName); |
| void purgeFileNameCacheLocked(void); |
| |
| const ResTable* getResTable(bool required = true) const; |
| void setLocaleLocked(const char* locale); |
| void updateResourceParamsLocked() 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(void); |
| ~ZipSet(void); |
| |
| /* |
| * 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; |
| char* mVendor; |
| |
| mutable ResTable* mResources; |
| ResTable_config* mConfig; |
| |
| /* |
| * Cached data for "loose" files. This lets us avoid poking at the |
| * filesystem when searching for loose assets. Each entry is the |
| * "extended partial" path, e.g. "default/default/foo/bar.txt". The |
| * full set of files is present, including ".EXCLUDE" entries. |
| * |
| * We do not cache directory names. We don't retain the ".gz", |
| * because to our clients "foo" and "foo.gz" both look like "foo". |
| */ |
| CacheMode mCacheMode; // is the cache enabled? |
| bool mCacheValid; // clear when locale or vendor changes |
| SortedVector<AssetDir::FileInfo> mCache; |
| }; |
| |
| }; // namespace android |
| |
| #endif // __LIBS_ASSETMANAGER_H |