Hide Android asset SDK handles

This commit is contained in:
2026-06-05 11:54:02 +02:00
parent 0236fc6620
commit e17463bf5a
5 changed files with 47 additions and 29 deletions

View File

@@ -762,11 +762,12 @@ The central `App` header now forward-declares retained platform handles instead
of including Objective-C, Android, or GLFW SDK headers; the full platform
headers live in the legacy platform adapter until those handles move out of
`App` during Phase 6.
The retained `Asset` header now forward-declares Android asset-manager types,
hides the Android asset handles behind `Asset::set_android_asset_manager`, and
keeps concrete Android asset-manager headers in `asset.cpp`/the Android
entrypoint. This reduces legacy asset I/O header coupling while the actual
Android asset-reader implementation remains inside `pp_legacy_assets_io`.
The retained `Asset` header is now Android-SDK-free, hides the Android asset
handles behind opaque pointers and `Asset::set_android_asset_manager`, and keeps
concrete Android asset-manager headers in `asset.cpp`/the Android entrypoint.
This reduces legacy asset I/O header coupling while the static manager bridge
and actual Android asset-reader implementation remain inside retained legacy
asset I/O.
Default canvas allocation size now dispatches through `PlatformServices`, so
`NodeCanvas` and command-line conversion creation paths preserve the desktop
1536 and WebGL 512 defaults without carrying the old `CANVAS_RES` platform