Unpack APK game assets into internal storage, route SDL_main into the engine cmdline entry, and keep Android filesystem paths aligned with the runtime root. Co-authored-by: Cursor <cursoragent@cursor.com>
32 lines
844 B
C++
32 lines
844 B
C++
#pragma once
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#include <cstddef>
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#include <string>
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namespace eve {
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namespace android {
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bool directoryExists(const char *path);
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bool mkdir(const char *path);
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bool createStorageDirectories();
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/** Immersive fullscreen (hide system UI). */
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void setImmersive(bool immersive);
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/**
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* Love2D-style fused game helpers. MVP returns false / safe no-ops so
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* Filesystem::setSource can fall through to mounting a real directory.
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*/
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bool checkFusedGame(void **gameLoveIO);
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bool initializeVirtualArchive();
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void deinitializeVirtualArchive();
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std::string getSelectedGameFile();
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bool loadGameArchiveToMemory(const char *filename, char **outPtr, size_t *outSize);
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void freeGameArchiveMemory(void *ptr);
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/** Absolute path to the native library / "executable" (best-effort). */
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std::string getExecutablePath();
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} // namespace android
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} // namespace eve
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