// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System.Collections.Generic; using System.IO; using System.Linq; using System.Threading.Tasks; using Android.App; using Android.Content; using Android.Content.PM; using Android.Net; using Android.OS; using Android.Provider; using Android.Views; using osu.Framework.Android; using osu.Game.Database; namespace osu.Android { [Activity(Theme = "@android:style/Theme.NoTitleBar", MainLauncher = true, ScreenOrientation = ScreenOrientation.FullUser, SupportsPictureInPicture = false, ConfigurationChanges = ConfigChanges.Orientation | ConfigChanges.ScreenSize, HardwareAccelerated = false, LaunchMode = LaunchMode.SingleInstance)] [IntentFilter(new[] { Intent.ActionView }, Categories = new[] { Intent.CategoryDefault }, DataScheme = "content", DataPathPattern = ".*\\\\.osz", DataHost = "*", DataMimeType = "*/*")] [IntentFilter(new[] { Intent.ActionView }, Categories = new[] { Intent.CategoryDefault }, DataScheme = "content", DataPathPattern = ".*\\\\.osk", DataHost = "*", DataMimeType = "*/*")] [IntentFilter(new[] { Intent.ActionSend, Intent.ActionSendMultiple }, Categories = new[] { Intent.CategoryDefault }, DataMimeTypes = new[] { "application/zip", "application/octet-stream" })] [IntentFilter(new[] { Intent.ActionView }, Categories = new[] { Intent.CategoryBrowsable, Intent.CategoryDefault }, DataSchemes = new[] { "osu", "osump" })] public class OsuGameActivity : AndroidGameActivity { private static readonly string[] osu_url_schemes = { "osu", "osump" }; private OsuGameAndroid game; protected override Framework.Game CreateGame() => game = new OsuGameAndroid(this); protected override void OnCreate(Bundle savedInstanceState) { // The default current directory on android is '/'. // On some devices '/' maps to the app data directory. On others it maps to the root of the internal storage. // 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. System.Environment.CurrentDirectory = System.Environment.GetFolderPath(System.Environment.SpecialFolder.Personal); base.OnCreate(savedInstanceState); // OnNewIntent() only fires for an activity if it's *re-launched* while it's on top of the activity stack. // on first launch we still have to fire manually. // reference: https://developer.android.com/reference/android/app/Activity#onNewIntent(android.content.Intent) handleIntent(Intent); Window.AddFlags(WindowManagerFlags.Fullscreen); Window.AddFlags(WindowManagerFlags.KeepScreenOn); } protected override void OnNewIntent(Intent intent) => handleIntent(intent); private void handleIntent(Intent intent) { switch (intent.Action) { case Intent.ActionDefault: if (intent.Scheme == ContentResolver.SchemeContent) handleImportFromUris(intent.Data); else if (osu_url_schemes.Contains(intent.Scheme)) game.HandleLink(intent.DataString); break; case Intent.ActionSend: { var content = intent.ClipData?.GetItemAt(0); if (content != null) handleImportFromUris(content.Uri); break; } case Intent.ActionSendMultiple: { var uris = new List(); for (int i = 0; i < intent.ClipData?.ItemCount; i++) { var content = intent.ClipData?.GetItemAt(i); if (content != null) uris.Add(content.Uri); } handleImportFromUris(uris.ToArray()); break; } } } private void handleImportFromUris(params Uri[] uris) => Task.Factory.StartNew(async () => { var tasks = new List(); await Task.WhenAll(uris.Select(async uri => { // there are more performant overloads of this method, but this one is the most backwards-compatible // (dates back to API 1). var cursor = ContentResolver?.Query(uri, null, null, null, null); if (cursor == null) return; cursor.MoveToFirst(); var filenameColumn = cursor.GetColumnIndex(OpenableColumns.DisplayName); string filename = cursor.GetString(filenameColumn); // SharpCompress requires archive streams to be seekable, which the stream opened by // OpenInputStream() seems to not necessarily be. // copy to an arbitrary-access memory stream to be able to proceed with the import. var copy = new MemoryStream(); using (var stream = ContentResolver.OpenInputStream(uri)) await stream.CopyToAsync(copy); lock (tasks) { tasks.Add(new ImportTask(copy, filename)); } })); await game.Import(tasks.ToArray()); }, TaskCreationOptions.LongRunning); } }