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osu-lazer/osu.Android/OsuGameActivity.cs

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3.8 KiB
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
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using System.IO;
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using System.Threading.Tasks;
using Android.App;
using Android.Content;
using Android.Content.PM;
using Android.Net;
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using Android.OS;
using Android.Provider;
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using Android.Views;
using osu.Framework.Android;
using osu.Game.Database;
namespace osu.Android
{
[Activity(Theme = "@android:style/Theme.NoTitleBar", MainLauncher = true, ScreenOrientation = ScreenOrientation.FullUser, SupportsPictureInPicture = false, ConfigurationChanges = ConfigChanges.Orientation | ConfigChanges.ScreenSize, HardwareAccelerated = false)]
[IntentFilter(new[] { Intent.ActionDefault, Intent.ActionSend }, Categories = new[] { Intent.CategoryDefault }, DataPathPatterns = new[] { ".*\\.osz", ".*\\.osk" }, DataMimeType = "application/*")]
public class OsuGameActivity : AndroidGameActivity
{
private OsuGameAndroid game;
protected override Framework.Game CreateGame() => game = new OsuGameAndroid(this);
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protected override void OnCreate(Bundle savedInstanceState)
{
// The default current directory on android is '/'.
// On some devices '/' maps to the app data directory. On others it maps to the root of the internal storage.
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// In order to have a consistent current directory on all devices the full path of the app data directory is set as the current directory.
System.Environment.CurrentDirectory = System.Environment.GetFolderPath(System.Environment.SpecialFolder.Personal);
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base.OnCreate(savedInstanceState);
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// OnNewIntent() only fires for an activity if it's *re-launched* while it's on top of the activity stack.
// on first launch we still have to fire manually.
// reference: https://developer.android.com/reference/android/app/Activity#onNewIntent(android.content.Intent)
handleIntent(Intent);
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Window.AddFlags(WindowManagerFlags.Fullscreen);
Window.AddFlags(WindowManagerFlags.KeepScreenOn);
}
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protected override void OnNewIntent(Intent intent) => handleIntent(intent);
private void handleIntent(Intent intent)
{
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switch (intent.Action)
{
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case Intent.ActionDefault:
if (intent.Scheme == ContentResolver.SchemeContent)
handleImportFromUri(intent.Data);
break;
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case Intent.ActionSend:
{
var content = intent.ClipData?.GetItemAt(0);
if (content != null)
handleImportFromUri(content.Uri);
break;
}
}
}
private void handleImportFromUri(Uri uri) => Task.Factory.StartNew(async () =>
{
// there are more performant overloads of this method, but this one is the most backwards-compatible
// (dates back to API 1).
var cursor = ContentResolver?.Query(uri, null, null, null, null);
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if (cursor == null)
return;
cursor.MoveToFirst();
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var filenameColumn = cursor.GetColumnIndex(OpenableColumns.DisplayName);
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string filename = cursor.GetString(filenameColumn);
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// SharpCompress requires archive streams to be seekable, which the stream opened by
// OpenInputStream() seems to not necessarily be.
// copy to an arbitrary-access memory stream to be able to proceed with the import.
var copy = new MemoryStream();
using (var stream = ContentResolver.OpenInputStream(uri))
await stream.CopyToAsync(copy);
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await game.Import(new ImportTask(copy, filename));
}, TaskCreationOptions.LongRunning);
}
}