mirror of
https://github.com/YGGverse/xash3d-fwgs.git
synced 2025-02-05 11:44:26 +00:00
filesystem: don't check for SDL whether we can load Android assets, because filesystem doesn't know anything about SDL
Replace it with runtime check instead.
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@ -164,10 +164,6 @@ Default build-depended cvar and constant values
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#define XASH_INTERNAL_GAMELIBS
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#define XASH_INTERNAL_GAMELIBS
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#endif // XASH_ANDROID || XASH_IOS || XASH_EMSCRIPTEN
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#endif // XASH_ANDROID || XASH_IOS || XASH_EMSCRIPTEN
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#if XASH_ANDROID && XASH_SDL
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#define XASH_ANDROID_ASSETS 1
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#endif
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// Defaults
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// Defaults
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#ifndef DEFAULT_TOUCH_ENABLE
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#ifndef DEFAULT_TOUCH_ENABLE
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#define DEFAULT_TOUCH_ENABLE "0"
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#define DEFAULT_TOUCH_ENABLE "0"
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@ -14,9 +14,8 @@ GNU General Public License for more details.
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*/
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*/
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#include "port.h"
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#include "port.h"
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#include "defaults.h"
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#if XASH_ANDROID_ASSETS
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#if XASH_ANDROID
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#include <sys/types.h>
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#include <sys/types.h>
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#include <sys/stat.h>
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#include <sys/stat.h>
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@ -277,6 +276,9 @@ searchpath_t *FS_AddAndroidAssets_Fullpath( const char *path, int flags )
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android_assets_t *assets = NULL;
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android_assets_t *assets = NULL;
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qboolean engine = true;
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qboolean engine = true;
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if( !jni.getPackageName || !jni.getCallingPackage || !jni.getAssetsList || !jni.getAssets )
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return NULL;
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if( FBitSet( flags, FS_STATIC_PATH | FS_CUSTOM_PATH ))
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if( FBitSet( flags, FS_STATIC_PATH | FS_CUSTOM_PATH ))
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return NULL;
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return NULL;
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@ -287,7 +289,7 @@ searchpath_t *FS_AddAndroidAssets_Fullpath( const char *path, int flags )
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if( !assets )
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if( !assets )
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{
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{
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Con_Reportf( S_ERROR "%s: unable to load Android assets \"%s\"\n", __FUNCTION__, Android_GetPackageName( engine ));
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Con_Reportf( S_ERROR "%s: unable to load Android assets \"%s\"\n", __func__, Android_GetPackageName( engine ));
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return NULL;
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return NULL;
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}
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}
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@ -327,6 +329,9 @@ void FS_InitAndroid( void )
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jni.getCallingPackage = (*jni.env)->GetMethodID( jni.env, jni.activity_class, "getCallingPackage", "()Ljava/lang/String;" );
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jni.getCallingPackage = (*jni.env)->GetMethodID( jni.env, jni.activity_class, "getCallingPackage", "()Ljava/lang/String;" );
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jni.getAssetsList = (*jni.env)->GetMethodID( jni.env, jni.activity_class, "getAssetsList", "(ZLjava/lang/String;)[Ljava/lang/String;" );
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jni.getAssetsList = (*jni.env)->GetMethodID( jni.env, jni.activity_class, "getAssetsList", "(ZLjava/lang/String;)[Ljava/lang/String;" );
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jni.getAssets = (*jni.env)->GetMethodID( jni.env, jni.activity_class, "getAssets", "(Z)Landroid/content/res/AssetManager;" );
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jni.getAssets = (*jni.env)->GetMethodID( jni.env, jni.activity_class, "getAssets", "(Z)Landroid/content/res/AssetManager;" );
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if( !jni.getPackageName || !jni.getCallingPackage || !jni.getAssetsList || !jni.getAssets )
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Con_Reportf( S_WARN "%s: unable to find required JNI interface to load Android assets\n", __func__ );
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}
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}
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#endif // XASH_ANDROID_ASSETS
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#endif // XASH_ANDROID
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@ -72,7 +72,7 @@ const fs_archive_t g_archives[] =
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static const fs_archive_t g_directory_archive =
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static const fs_archive_t g_directory_archive =
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{ NULL, SEARCHPATH_PLAIN, FS_AddDir_Fullpath, false };
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{ NULL, SEARCHPATH_PLAIN, FS_AddDir_Fullpath, false };
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#if XASH_ANDROID_ASSETS
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#if XASH_ANDROID
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static const fs_archive_t g_android_archive =
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static const fs_archive_t g_android_archive =
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{ NULL, SEARCHPATH_ANDROID_ASSETS, FS_AddAndroidAssets_Fullpath, false };
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{ NULL, SEARCHPATH_ANDROID_ASSETS, FS_AddAndroidAssets_Fullpath, false };
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#endif
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#endif
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@ -406,7 +406,7 @@ void FS_AddGameDirectory( const char *dir, uint flags )
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stringlistfreecontents( &list );
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stringlistfreecontents( &list );
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#if XASH_ANDROID_ASSETS
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#if XASH_ANDROID
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FS_AddArchive_Fullpath( &g_android_archive, dir, flags );
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FS_AddArchive_Fullpath( &g_android_archive, dir, flags );
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#endif
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#endif
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@ -1461,7 +1461,7 @@ qboolean FS_InitStdio( qboolean unused_set_to_true, const char *rootdir, const c
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FS_InitMemory();
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FS_InitMemory();
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#if XASH_ANDROID_ASSETS
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#if XASH_ANDROID
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FS_InitAndroid();
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FS_InitAndroid();
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#endif
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#endif
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