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@@ -231,6 +231,7 @@ class EditorExportPlatformAndroid : public EditorExportPlatform {
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void _fix_manifest(Vector<uint8_t>& p_manifest, bool p_give_internet);
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void _fix_resources(Vector<uint8_t>& p_manifest);
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static Error save_apk_file(void *p_userdata,const String& p_path, const Vector<uint8_t>& p_data,int p_file,int p_total);
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+ static bool _should_compress_asset(const String& p_path);
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protected:
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@@ -1001,7 +1002,7 @@ Error EditorExportPlatformAndroid::save_apk_file(void *p_userdata,const String&
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NULL,
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0,
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NULL,
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- Z_DEFLATED,
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+ _should_compress_asset(p_path) ? Z_DEFLATED : 0,
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Z_DEFAULT_COMPRESSION);
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@@ -1012,6 +1013,56 @@ Error EditorExportPlatformAndroid::save_apk_file(void *p_userdata,const String&
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}
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+bool EditorExportPlatformAndroid::_should_compress_asset(const String& p_path) {
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+
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+ /*
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+ * By not compressing files with little or not benefit in doing so,
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+ * a performance gain is expected at runtime. Moreover, if the APK is
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+ * zip-aligned, assets stored as they are can be efficiently read by
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+ * Android by memory-mapping them.
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+ */
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+
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+ // -- Unconditional uncompress to mimic AAPT plus some other
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+
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+ static const char* unconditional_compress_ext[] = {
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+ // From https://github.com/android/platform_frameworks_base/blob/master/tools/aapt/Package.cpp
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+ // These formats are already compressed, or don't compress well:
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+ ".jpg", ".jpeg", ".png", ".gif",
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+ ".wav", ".mp2", ".mp3", ".ogg", ".aac",
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+ ".mpg", ".mpeg", ".mid", ".midi", ".smf", ".jet",
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+ ".rtttl", ".imy", ".xmf", ".mp4", ".m4a",
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+ ".m4v", ".3gp", ".3gpp", ".3g2", ".3gpp2",
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+ ".amr", ".awb", ".wma", ".wmv",
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+ // Godot-specific:
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+ ".webp", // Same reasoning as .png
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+ ".cfb", // Don't let small config files slow-down startup
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+ // Trailer for easier processing
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+ NULL
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+ };
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+
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+ for (const char** ext=unconditional_compress_ext; *ext; ++ext) {
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+ if (p_path.to_lower().ends_with(String(*ext))) {
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+ return false;
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+ }
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+ }
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+
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+ // -- Compressed resource?
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+
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+ FileAccess *f=FileAccess::open(p_path,FileAccess::READ);
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+ ERR_FAIL_COND_V(!f,true);
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+
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+ uint8_t header[4];
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+ f->get_buffer(header,4);
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+ if (header[0]=='R' && header[1]=='S' && header[2]=='C' && header[3]=='C') {
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+ // Already compressed
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+ return false;
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+ }
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+
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+ // --- TODO: Decide on texture resources according to their image compression setting
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+
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+ return true;
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+}
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+
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Error EditorExportPlatformAndroid::export_project(const String& p_path, bool p_debug, int p_flags) {
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@@ -1137,6 +1188,10 @@ Error EditorExportPlatformAndroid::export_project(const String& p_path, bool p_d
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print_line("ADDING: "+file);
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if (!skip) {
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+
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+ // Respect decision on compression made by AAPT for the export template
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+ const bool uncompressed = info.compression_method == 0;
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+
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zipOpenNewFileInZip(apk,
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file.utf8().get_data(),
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NULL,
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@@ -1145,7 +1200,7 @@ Error EditorExportPlatformAndroid::export_project(const String& p_path, bool p_d
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NULL,
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0,
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NULL,
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- Z_DEFLATED,
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+ uncompressed ? 0 : Z_DEFLATED,
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Z_DEFAULT_COMPRESSION);
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zipWriteInFileInZip(apk,data.ptr(),data.size());
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@@ -1243,7 +1298,7 @@ Error EditorExportPlatformAndroid::export_project(const String& p_path, bool p_d
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NULL,
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0,
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NULL,
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- Z_DEFLATED,
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+ 0, // No compress (little size gain and potentially slower startup)
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Z_DEFAULT_COMPRESSION);
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zipWriteInFileInZip(apk,clf.ptr(),clf.size());
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