raylib-go/raylib/platform_android.go
2017-02-02 02:05:14 +01:00

74 lines
1.4 KiB
Go

// +build android
package raylib
/*
#include "raylib.h"
#include <android/asset_manager.h>
#include <android_native_app_glue.h>
extern void android_main(struct android_app *app);
AAssetManager* asset_manager;
extern void init_asset_manager(void *state);
*/
import "C"
import (
"errors"
"io"
"unsafe"
)
var callbackHolder func(unsafe.Pointer)
// Initialize Window and OpenGL Graphics
func InitWindow(width int32, height int32, app unsafe.Pointer) {
cwidth := (C.int)(width)
cheight := (C.int)(height)
C.InitWindow(cwidth, cheight, app)
C.init_asset_manager(app)
}
// Sets callback function
func SetCallbackFunc(callback func(unsafe.Pointer)) {
callbackHolder = callback
}
//export androidMain
func androidMain(app *C.struct_android_app) {
if callbackHolder != nil {
callbackHolder(unsafe.Pointer(app))
}
}
// Open asset
func OpenAsset(name string) (io.ReadCloser, error) {
cname := C.CString(name)
defer C.free(unsafe.Pointer(cname))
a := &asset{C.AAssetManager_open(C.asset_manager, cname, C.AASSET_MODE_UNKNOWN)}
if a.ptr == nil {
return nil, errors.New("asset file could not be opened")
}
return a, nil
}
type asset struct {
ptr *C.AAsset
}
func (a *asset) Read(p []byte) (n int, err error) {
n = int(C.AAsset_read(a.ptr, unsafe.Pointer(&p[0]), C.size_t(len(p))))
if n == 0 && len(p) > 0 {
return 0, io.EOF
}
return n, nil
}
func (a *asset) Close() error {
C.AAsset_close(a.ptr)
return nil
}