Commit Graph

3 Commits (5b5a1276cf980aba90e0ac3243712f77eb38fb97)

Author SHA1 Message Date
kts 6e0a0b3226 ApkAssetCache now fully works. Unlike AssetCache, it does not build a cache by traversing the directory hierarchy - this is due to limits of how the Android assets archive works -, but rather adds to the cache on get/load requests. This is more inefficient, but it shouldn't be much of a consideration. Fixed preprocessor conditionals around loops to stop vi from exploding. Some minor code cleanup to remove warnings. 2015-03-01 16:46:13 -08:00
kts abf9b299b5 Added Android Java JNI functions that set 'app' and 'ext' directories that correspond to the application data directory and the external storage app directory respectively. Shaders now use Assets. Assets no longer exist in a 'data/' directory within an AssetCache directory, but rather as their location relative to the root of the AssetCache directory. fileToMem now exists as a separate function to asset_fileToMem, as the old method does not quite fit the new AssetCache scheme. Windows version needs to be fixed to match this update. Android version needs proper Asset management via the ApkAssetCache class - this involves iterating through files in a JNI acceptable manner. 2015-03-01 05:45:36 -08:00
kts a0eeec21b2 Much added. Basic asset access functions using fopen() techniques. Currently the system attempts to load from the CWD on most platforms, but on Android it attempts to load from the assets archive. Once updated, it will likely attempt to load from at least 3 locations before falling back to the built-in application assets (external device, user directory, application data directory). Creation/Loading of RtB is now managed by a Core class. This class is, to some extent, a service locator combined with larger engine functionality. A global instance of the class is provided as 'core'. It is responsible for updating the yet-to-be-added States, the base rendering, and the management of assets and much more. 2015-02-24 16:55:11 -08:00