I have a problem dealing with the APK expansions. On Java side, I could set up everything I supposed to set, but it seems I can't modify the code properly on c++ side.
Inside the CCFileUtilsAndroid::getFileData function:
if (fullPath[0] != '/')
{
CCLOG("GETTING FILE RELATIVE DATA: %s", fullPath.c_str());
pData = CCFileUtils::sharedFileUtils()->getFileDataFromZip("/storage/sdcard0/Android/obb/com.example.package/main.1.com.example_package.obb", fullPath.c_str(), pSize);
}
But the pData var is always null (if I'm right, this means that it failed to load). What am I missing guys?
Many thanks in advance
(ps: the package is there, and I'm using the right path)
So, I finally managed to resolve my issue, and it was way easier than I thought. Instead of going with the c++ source modifications, I found a function in the Cocos2dxHelper java class which is the nativeSetApkPath. After investigating the use of it, it turned out that Cocos2dx handles the apk package as a zip file. Since my obb is just a renamed zip file after all, I could use it without any problem. All of my assets were loaded fine, except the sounds. Which requires another quick fix.
Most of the credit goes to a forum post (http://www.cocos2d-x.org/boards/6/topics/11243) and to Irwin Billing, since that was a base I could use for my modifications in the Cocos2dxMusic.java and Cocos2dxSound.java classes.
Also, I had to be sure that the sound assets were not compressed in the zip file (according to the documentations provided by Google).
For that I used the following command on my Mac:
zip -rn .ogg:.mp3:.wav assets.zip assets/
The last thing I'd like to mention is the folder structure. I copypasted and zipped the assets folder, so I have a folder inside my zip file. Which is great, since the apk works the same way, I had to do no more modifications.
Finally my modified source files, just dont forget to go through it, and change some values Cocos2dxHelper.java: http://pastebin.com/RqeYkTkP
Cocos2dxMusic.java: http://pastebin.com/RXjwmEyb
Cocos2dxSound.java: http://pastebin.com/1GfDB6jb
Just a side note, I leave ttf
font files in assets/
, because Cocos2dxTypefaces
load them from AssetManager
(AKA the apk
file) using native codes.
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