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95 lines
4.2 KiB
C#
95 lines
4.2 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// 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.Linq;
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using System.Threading.Tasks;
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using Android.App;
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using Android.Content;
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using Android.Content.PM;
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using Android.Net;
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using Android.OS;
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using Android.Provider;
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using Android.Views;
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using osu.Framework.Android;
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namespace osu.Android
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{
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[Activity(Theme = "@android:style/Theme.NoTitleBar", MainLauncher = true, ScreenOrientation = ScreenOrientation.FullUser, SupportsPictureInPicture = false, ConfigurationChanges = ConfigChanges.Orientation | ConfigChanges.ScreenSize, HardwareAccelerated = false, LaunchMode = LaunchMode.SingleInstance)]
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[IntentFilter(new[] { Intent.ActionDefault, Intent.ActionSend }, Categories = new[] { Intent.CategoryDefault }, DataPathPatterns = new[] { ".*\\.osz", ".*\\.osk" }, DataMimeType = "application/*")]
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[IntentFilter(new[] { Intent.ActionView }, Categories = new[] { Intent.CategoryBrowsable, Intent.CategoryDefault }, DataSchemes = new[] { "osu", "osump" })]
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public class OsuGameActivity : AndroidGameActivity
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{
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private static readonly string[] osu_url_schemes = { "osu", "osump" };
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private OsuGameAndroid game;
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protected override Framework.Game CreateGame() => game = new OsuGameAndroid(this);
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protected override void OnCreate(Bundle savedInstanceState)
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{
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// The default current directory on android is '/'.
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// 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.
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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.
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// on first launch we still have to fire manually.
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// reference: https://developer.android.com/reference/android/app/Activity#onNewIntent(android.content.Intent)
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handleIntent(Intent);
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Window.AddFlags(WindowManagerFlags.Fullscreen);
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Window.AddFlags(WindowManagerFlags.KeepScreenOn);
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}
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protected override void OnNewIntent(Intent intent) => handleIntent(intent);
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private void handleIntent(Intent intent)
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{
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switch (intent.Action)
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{
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case Intent.ActionDefault:
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if (intent.Scheme == ContentResolver.SchemeContent)
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handleImportFromUri(intent.Data);
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else if (osu_url_schemes.Contains(intent.Scheme))
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game.HandleLink(intent.DataString);
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break;
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case Intent.ActionSend:
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{
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var content = intent.ClipData?.GetItemAt(0);
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if (content != null)
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handleImportFromUri(content.Uri);
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break;
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}
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}
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}
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private void handleImportFromUri(Uri uri) => Task.Factory.StartNew(async () =>
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{
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// there are more performant overloads of this method, but this one is the most backwards-compatible
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// (dates back to API 1).
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var cursor = ContentResolver?.Query(uri, null, null, null, null);
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if (cursor == null)
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return;
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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
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// OpenInputStream() seems to not necessarily be.
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// copy to an arbitrary-access memory stream to be able to proceed with the import.
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var copy = new MemoryStream();
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using (var stream = ContentResolver.OpenInputStream(uri))
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await stream.CopyToAsync(copy);
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await game.Import(copy, filename);
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}, TaskCreationOptions.LongRunning);
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}
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}
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