/* * Copyright 2021 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #include #include #define LOG_TAG "TuningForkUtils" #include "Log.h" #include "apk_utils.h" #include "jni/jni_wrap.h" namespace apk_utils { NativeAsset::NativeAsset(const char* name) { auto java_asset_manager = gamesdk::jni::AppContext().getAssets(); AAssetManager* mgr = AAssetManager_fromJava( gamesdk::jni::Env(), (jobject)java_asset_manager.obj_); asset = AAssetManager_open(mgr, name, AASSET_MODE_BUFFER); if (asset == nullptr) { ALOGW("Can't find %s in APK", name); } } NativeAsset::NativeAsset(NativeAsset&& a) : asset(a.asset) { a.asset = nullptr; } NativeAsset& NativeAsset::operator=(NativeAsset&& a) { asset = a.asset; a.asset = nullptr; return *this; } NativeAsset::~NativeAsset() { if (asset != nullptr) { AAsset_close(asset); } } bool NativeAsset::IsValid() { return asset != nullptr; } NativeAsset::operator AAsset*() { return asset; } } // namespace apk_utils