// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System.Diagnostics; using System.IO; using System.Threading.Tasks; using Android.App; using Android.Content; using Android.Content.PM; using Android.Net; using Android.OS; using Android.Provider; using Android.Views; using osu.Framework.Android; 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", ".*\\.osr" }, DataMimeType = "application/*")] public class OsuGameActivity : AndroidGameActivity { private OsuGameAndroid game; protected override Framework.Game CreateGame() => game = new OsuGameAndroid(this); 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. // 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); base.OnCreate(savedInstanceState); // 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); Window.AddFlags(WindowManagerFlags.Fullscreen); Window.AddFlags(WindowManagerFlags.KeepScreenOn); } protected override void OnNewIntent(Intent intent) => handleIntent(intent); private void handleIntent(Intent intent) { switch (intent.Action) { case Intent.ActionDefault: if (intent.Scheme == ContentResolver.SchemeContent) handleImportFromUri(intent.Data); break; case Intent.ActionSend: { var content = intent.ClipData?.GetItemAt(0); if (content != null) handleImportFromUri(content.Uri); break; } } } private void handleImportFromUri(Uri uri) { // 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); if (cursor == null) return; cursor.MoveToFirst(); var filenameColumn = cursor.GetColumnIndex(OpenableColumns.DisplayName); var stream = ContentResolver.OpenInputStream(uri); string filename = cursor.GetString(filenameColumn); if (stream != null) Task.Factory.StartNew(() => runImport(stream, filename), TaskCreationOptions.LongRunning); } private Task runImport(Stream stream, string filename) { // 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(); stream.CopyTo(copy); return game.Import(copy, filename); } } }