/usr/src/castle-game-engine-5.2.0/base/android/castleandroidassetmanager.pas is in castle-game-engine-src 5.2.0-3.
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* Copyright (C) 2010 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.
*}
{ @exclude Internal for the engine. }
unit CastleAndroidAssetManager;
interface
uses ctypes;
type
PAAssetManager = ^AAssetManager;
AAssetManager = record end;
AAssetDir = record end;
AAsset = record end;
PAAssetDir = ^AAssetDir;
PAAsset = ^AAsset;
Poff_t = ^coff_t;
(* Available modes for opening assets *)
const
AASSET_MODE_UNKNOWN = 0;
AASSET_MODE_RANDOM = 1;
AASSET_MODE_STREAMING = 2;
AASSET_MODE_BUFFER = 3;
(**
* Open the named directory within the asset hierarchy. The directory can then
* be inspected with the AAssetDir functions. To open the top-level directory,
* pass in "" as the dirName.
*
* The object returned here should be freed by calling AAssetDir_close().
*)
function AAssetManager_openDir(mgr: PAAssetManager; dirName: Pchar): PAAssetDir; cdecl; external;
(**
* Open an asset.
*
* The object returned here should be freed by calling AAsset_close().
*)
function AAssetManager_open(mgr: PAAssetManager; filename: Pchar; mode: cint): PAAsset; cdecl; external;
(**
* Iterate over the files in an asset directory. A NULL string is returned
* when all the file names have been returned.
*
* The returned file name is suitable for passing to AAssetManager_open().
*
* The string returned here is owned by the AssetDir implementation and is not
* guaranteed to remain valid if any other calls are made on this AAssetDir
* instance.
*)
function AAssetDir_getNextFileName(assetDir: PAAssetDir): Pchar; cdecl; external;
(**
* Reset the iteration state of AAssetDir_getNextFileName() to the beginning.
*)
procedure AAssetDir_rewind(assetDir: PAAssetDir); cdecl; external;
(**
* Close an opened AAssetDir, freeing any related resources.
*)
procedure AAssetDir_close(assetDir: PAAssetDir); cdecl; external;
(**
* Attempt to read 'count' bytes of data from the current offset.
*
* Returns the number of bytes read, zero on EOF, or < 0 on error.
*)
function AAsset_read(asset: PAAsset; buf: Pointer; count: csize_t): cint; cdecl; external;
(**
* Seek to the specified offset within the asset data. 'whence' uses the
* same constants as lseek()/fseek().
*
* Returns the new position on success, or (off_t) -1 on error.
*)
function AAsset_seek(asset: PAAsset; offset: coff_t; whence: cint): coff_t; cdecl; external;
(**
* Close the asset, freeing all associated resources.
*)
procedure AAsset_close(asset: PAAsset); cdecl; external;
(**
* Get a pointer to a buffer holding the entire contents of the assset.
*
* Returns NULL on failure.
*)
function AAsset_getBuffer(asset: PAAsset): Pointer; cdecl; external;
(**
* Report the total size of the asset data.
*)
function AAsset_getLength(asset: PAAsset): coff_t; cdecl; external;
(**
* Report the total amount of asset data that can be read from the current position.
*)
function AAsset_getRemainingLength(asset: PAAsset): coff_t; cdecl; external;
(**
* Open a new file descriptor that can be used to read the asset data.
*
* Returns < 0 if direct fd access is not possible (for example, if the asset is
* compressed).
*)
function AAsset_openFileDescriptor(asset: PAAsset; outStart, outLength: Poff_t): cint; cdecl; external;
(**
* Returns whether this asset's internal buffer is allocated in ordinary RAM (i.e. not
* mmapped).
*)
function AAsset_isAllocated(asset: PAAsset): cint; cdecl; external;
implementation
end.
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