Files
love/src/common/android.h
T
Miku AuahDark 7b66e50cfc Add support for love.filedropped in Android.
To send file to the filedropped callback, share the files to the game.
Note that for non-fused binary, if there's no game running, LOVE treat it as
*.love game to run.
2022-05-29 01:49:29 +08:00

125 lines
3.1 KiB
C++

/**
* Copyright (c) 2006-2022 LOVE Development Team
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/
#ifndef LOVE_ANDROID_H
#define LOVE_ANDROID_H
#include "config.h"
#ifdef LOVE_ANDROID
#include <string>
namespace love
{
namespace android
{
/**
* Enables or disables immersive mode where the navigation bar is hidden.
**/
void setImmersive(bool immersive_active);
bool getImmersive();
/**
* Gets the scale factor of the window's screen, e.g. on Retina displays this
* will return 2.0.
**/
double getScreenScale();
/**
* Gets the window safe area, e.g. phone with notch display.
* Returns false if safe area is not set.
**/
bool getSafeArea(int &top, int &left, int &bottom, int &right);
bool openURL(const std::string &url);
void vibrate(double seconds);
/*
* Helper functions for the filesystem module
*/
void freeGameArchiveMemory(void *ptr);
bool directoryExists(const char *path);
bool mkdir(const char *path);
bool createStorageDirectories();
bool hasBackgroundMusic();
bool hasRecordingPermission();
void requestRecordingPermission();
void showRecordingPermissionMissingDialog();
/**
* Initialize Android AAsset virtual archive.
* @return true if successful.
*/
bool initializeVirtualArchive();
/**
* Deinitialize Android AAsset virtual archive.
* @return true if successful.
*/
void deinitializeVirtualArchive();
/**
* Retrieve the fused game inside the APK
* @param physfsIO_Out Pointer to PHYSFS_Io* struct
* @return true if there's game inside the APK. If physfsIO_Out is not null, then it contains
* the game.love which needs to be mounted to root. false if it's not fused, in which case
* physfsIO_Out is undefined.
*/
bool checkFusedGame(void **physfsIO_Out);
const char *getCRequirePath();
/**
* Convert "content://" to file descriptor.
* @param path Path with content:// URI
* @return File descriptor if successful, -1 on failure.
*/
int getFDFromContentProtocol(const char *path);
/**
* Attempt to parse "(/)love2d://fd/<fd>" from path.
* @param path Potentially special path.
* @return File descriptor passed if successful, -1 if path is not valid.
*/
int getFDFromLoveProtocol(const char *path);
/**
* Create PHYSFS_Io from file descriptor.
* @param fd File descriptor
* @return PHYSFS_Io casted to void*.
*/
void *getIOFromFD(int fd);
} // android
} // love
#endif // LOVE_ANDROID
#endif // LOVE_ANDROID_H