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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.
master
Alibek Omarov 9 months ago
parent
commit
e039ef35c0
  1. 4
      common/defaults.h
  2. 13
      filesystem/android.c
  3. 6
      filesystem/filesystem.c

4
common/defaults.h

@ -164,10 +164,6 @@ Default build-depended cvar and constant values @@ -164,10 +164,6 @@ Default build-depended cvar and constant values
#define XASH_INTERNAL_GAMELIBS
#endif // XASH_ANDROID || XASH_IOS || XASH_EMSCRIPTEN
#if XASH_ANDROID && XASH_SDL
#define XASH_ANDROID_ASSETS 1
#endif
// Defaults
#ifndef DEFAULT_TOUCH_ENABLE
#define DEFAULT_TOUCH_ENABLE "0"

13
filesystem/android.c

@ -14,9 +14,8 @@ GNU General Public License for more details. @@ -14,9 +14,8 @@ GNU General Public License for more details.
*/
#include "port.h"
#include "defaults.h"
#if XASH_ANDROID_ASSETS
#if XASH_ANDROID
#include <sys/types.h>
#include <sys/stat.h>
@ -277,6 +276,9 @@ searchpath_t *FS_AddAndroidAssets_Fullpath( const char *path, int flags ) @@ -277,6 +276,9 @@ searchpath_t *FS_AddAndroidAssets_Fullpath( const char *path, int flags )
android_assets_t *assets = NULL;
qboolean engine = true;
if( !jni.getPackageName || !jni.getCallingPackage || !jni.getAssetsList || !jni.getAssets )
return NULL;
if( FBitSet( flags, FS_STATIC_PATH | FS_CUSTOM_PATH ))
return NULL;
@ -287,7 +289,7 @@ searchpath_t *FS_AddAndroidAssets_Fullpath( const char *path, int flags ) @@ -287,7 +289,7 @@ searchpath_t *FS_AddAndroidAssets_Fullpath( const char *path, int flags )
if( !assets )
{
Con_Reportf( S_ERROR "%s: unable to load Android assets \"%s\"\n", __FUNCTION__, Android_GetPackageName( engine ));
Con_Reportf( S_ERROR "%s: unable to load Android assets \"%s\"\n", __func__, Android_GetPackageName( engine ));
return NULL;
}
@ -327,6 +329,9 @@ void FS_InitAndroid( void ) @@ -327,6 +329,9 @@ void FS_InitAndroid( void )
jni.getCallingPackage = (*jni.env)->GetMethodID( jni.env, jni.activity_class, "getCallingPackage", "()Ljava/lang/String;" );
jni.getAssetsList = (*jni.env)->GetMethodID( jni.env, jni.activity_class, "getAssetsList", "(ZLjava/lang/String;)[Ljava/lang/String;" );
jni.getAssets = (*jni.env)->GetMethodID( jni.env, jni.activity_class, "getAssets", "(Z)Landroid/content/res/AssetManager;" );
if( !jni.getPackageName || !jni.getCallingPackage || !jni.getAssetsList || !jni.getAssets )
Con_Reportf( S_WARN "%s: unable to find required JNI interface to load Android assets\n", __func__ );
}
#endif // XASH_ANDROID_ASSETS
#endif // XASH_ANDROID

6
filesystem/filesystem.c

@ -72,7 +72,7 @@ const fs_archive_t g_archives[] = @@ -72,7 +72,7 @@ const fs_archive_t g_archives[] =
static const fs_archive_t g_directory_archive =
{ NULL, SEARCHPATH_PLAIN, FS_AddDir_Fullpath, false };
#if XASH_ANDROID_ASSETS
#if XASH_ANDROID
static const fs_archive_t g_android_archive =
{ NULL, SEARCHPATH_ANDROID_ASSETS, FS_AddAndroidAssets_Fullpath, false };
#endif
@ -406,7 +406,7 @@ void FS_AddGameDirectory( const char *dir, uint flags ) @@ -406,7 +406,7 @@ void FS_AddGameDirectory( const char *dir, uint flags )
stringlistfreecontents( &list );
#if XASH_ANDROID_ASSETS
#if XASH_ANDROID
FS_AddArchive_Fullpath( &g_android_archive, dir, flags );
#endif
@ -1461,7 +1461,7 @@ qboolean FS_InitStdio( qboolean unused_set_to_true, const char *rootdir, const c @@ -1461,7 +1461,7 @@ qboolean FS_InitStdio( qboolean unused_set_to_true, const char *rootdir, const c
FS_InitMemory();
#if XASH_ANDROID_ASSETS
#if XASH_ANDROID
FS_InitAndroid();
#endif

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