project_files/Android-build/SDL-android-project/src/org/hedgewars/hedgeroid/Downloader/DownloadAssets.java
--- a/project_files/Android-build/SDL-android-project/src/org/hedgewars/hedgeroid/Downloader/DownloadAssets.java Tue Jan 21 22:38:13 2014 +0100
+++ b/project_files/Android-build/SDL-android-project/src/org/hedgewars/hedgeroid/Downloader/DownloadAssets.java Tue Jan 21 22:43:06 2014 +0100
@@ -36,48 +36,48 @@
import android.util.Log;
public class DownloadAssets extends AsyncTask<Object, Long, Boolean> {
- private static final String VERSION_FILENAME = "assetsversion.txt";
- private final MainActivity act;
-
- public DownloadAssets(MainActivity act){
- this.act = act;
- }
-
- private void copyFileOrDir(AssetManager assetManager, File target, String assetPath) throws IOException {
- try {
- FileUtils.writeStreamToFile(assetManager.open(assetPath), target);
- } catch(FileNotFoundException e) {
- /*
- * I can't find a better way to figure out whether an asset entry is
- * a file or a directory. Checking if assetManager.list(assetPath)
- * is empty is a bit cleaner, but SLOW.
- */
- if (!target.isDirectory() && !target.mkdir()) {
- throw new IOException("Unable to create directory "+target);
- }
- for (String asset : assetManager.list(assetPath)) {
- copyFileOrDir(assetManager, new File(target, asset), assetPath + "/" + asset);
- }
- }
- }
-
- @Override
- protected Boolean doInBackground(Object... params) {
- try {
- FileUtils.writeStreamToFile(act.getResources().openRawResource(R.raw.schemes_builtin), Schemes.getBuiltinSchemesFile(act));
- FileUtils.writeStreamToFile(act.getResources().openRawResource(R.raw.weapons_builtin), Weaponsets.getBuiltinWeaponsetsFile(act));
- FileUtils.resRawToFilesDir(act, R.array.teams, R.array.teamFilenames, Team.DIRECTORY_TEAMS);
- copyFileOrDir(act.getAssets(), FileUtils.getDataPathFile(act), "Data");
- copyFileOrDir(act.getAssets(), new File(FileUtils.getCachePath(act), VERSION_FILENAME), VERSION_FILENAME);
- return Boolean.TRUE;
- } catch(IOException e) {
- Log.e("DownloadAssets", e.getMessage(), e);
- return Boolean.FALSE;
- }
- }
-
- @Override
- protected void onPostExecute(Boolean result){
- act.onAssetsDownloaded(result);
- }
+ private static final String VERSION_FILENAME = "assetsversion.txt";
+ private final MainActivity act;
+
+ public DownloadAssets(MainActivity act){
+ this.act = act;
+ }
+
+ private void copyFileOrDir(AssetManager assetManager, File target, String assetPath) throws IOException {
+ try {
+ FileUtils.writeStreamToFile(assetManager.open(assetPath), target);
+ } catch(FileNotFoundException e) {
+ /*
+ * I can't find a better way to figure out whether an asset entry is
+ * a file or a directory. Checking if assetManager.list(assetPath)
+ * is empty is a bit cleaner, but SLOW.
+ */
+ if (!target.isDirectory() && !target.mkdir()) {
+ throw new IOException("Unable to create directory "+target);
+ }
+ for (String asset : assetManager.list(assetPath)) {
+ copyFileOrDir(assetManager, new File(target, asset), assetPath + "/" + asset);
+ }
+ }
+ }
+
+ @Override
+ protected Boolean doInBackground(Object... params) {
+ try {
+ FileUtils.writeStreamToFile(act.getResources().openRawResource(R.raw.schemes_builtin), Schemes.getBuiltinSchemesFile(act));
+ FileUtils.writeStreamToFile(act.getResources().openRawResource(R.raw.weapons_builtin), Weaponsets.getBuiltinWeaponsetsFile(act));
+ FileUtils.resRawToFilesDir(act, R.array.teams, R.array.teamFilenames, Team.DIRECTORY_TEAMS);
+ copyFileOrDir(act.getAssets(), FileUtils.getDataPathFile(act), "Data");
+ copyFileOrDir(act.getAssets(), new File(FileUtils.getCachePath(act), VERSION_FILENAME), VERSION_FILENAME);
+ return Boolean.TRUE;
+ } catch(IOException e) {
+ Log.e("DownloadAssets", e.getMessage(), e);
+ return Boolean.FALSE;
+ }
+ }
+
+ @Override
+ protected void onPostExecute(Boolean result){
+ act.onAssetsDownloaded(result);
+ }
}