I regenerated assets.zip so that all file paths have an `assets/` prefix, as the Android AssetFileSource implementation asserts, and removed `TEST_DATA` from the paths.
33 lines
987 B
C++
33 lines
987 B
C++
#ifndef MBGL_PLATFORM_PLATFORM
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#define MBGL_PLATFORM_PLATFORM
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#include <memory>
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#include <string>
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namespace mbgl {
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namespace platform {
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class Request;
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// Uppercase a string, potentially using platform-specific routines.
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std::string uppercase(const std::string &string);
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// Lowercase a string, potentially using platform-specific routines.
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std::string lowercase(const std::string &string);
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// Returns the path to the root folder of the application.
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const std::string &applicationRoot();
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// Makes the current thread low priority.
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void makeThreadLowPriority();
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// Shows an alpha image with the specified dimensions in a named window.
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void showDebugImage(std::string name, const char *data, size_t width, size_t height);
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// Shows an alpha image with the specified dimensions in a named window.
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void showColorDebugImage(std::string name, const char *data, size_t logical_width, size_t logical_height, size_t width, size_t height);
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} // namespace platform
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} // namespace mbgl
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#endif
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