// Messages describing APK Set's table of contents (toc.pb entry).
// Please be advised that the ultimate source is at
// https://github.com/google/bundletool/tree/master/src/main/proto
// so you have been warned.
syntax = "proto3";

package android.bundle;

option go_package = "android/soong/cmd/extract_apks/bundle_proto";
option java_package = "com.android.bundle";

message BundleConfig {
  Bundletool bundletool = 1;
  Optimizations optimizations = 2;
  Compression compression = 3;
  // Resources to be always kept in the master split.
  MasterResources master_resources = 4;
  ApexConfig apex_config = 5;
  // APKs to be signed with the same key as generated APKs.
  repeated UnsignedEmbeddedApkConfig unsigned_embedded_apk_config = 6;
  AssetModulesConfig asset_modules_config = 7;

  enum BundleType {
    REGULAR = 0;
    APEX = 1;
    ASSET_ONLY = 2;
  }
  BundleType type = 8;

  // Configuration for locales.
  Locales locales = 9;
}

message Bundletool {
  reserved 1;
  // Version of BundleTool used to build the Bundle.
  string version = 2;
}

message Compression {
  // Glob matching the list of files to leave uncompressed in the APKs.
  // The matching is done against the path of files in the APK, thus excluding
  // the name of the modules, and using forward slash ("/") as a name separator.
  // Examples: "res/raw/**", "assets/**/*.uncompressed", etc.
  repeated string uncompressed_glob = 1;

  enum AssetModuleCompression {
    UNSPECIFIED = 0;
    // Assets are left uncompressed in the generated asset module.
    UNCOMPRESSED = 1;
    // Assets are compressed in the generated asset module.
    // This option can be overridden at a finer granularity by specifying
    // files or folders to keep uncompressed in `uncompressed_glob`.
    // This option should only be used if the app is able to handle compressed
    // asset module content at runtime (some runtime APIs may misbehave).
    COMPRESSED = 2;
  }

  // Default compression strategy for install-time asset modules.
  // If the compression strategy indicates to compress a file and the same file
  // matches one of the `uncompressed_glob` values, the `uncompressed_glob`
  // takes precedence (the file is left uncompressed in the generated APK).
  //
  // If unspecified, asset module content is left uncompressed in the
  // generated asset modules.
  //
  // Note: this flag only configures the compression strategy for install-time
  // asset modules; the content of on-demand and fast-follow asset modules is
  // always kept uncompressed.
  AssetModuleCompression install_time_asset_module_default_compression = 2;

  enum ApkCompressionAlgorithm {
    // Default in the current version of bundletool is zlib deflate algorithm
    // with compression level 9 for the application's resources and compression
    // level 6 for other entries.
    //
    // This is a good trade-off between size of final APK and size of patches
    // which are used to update the application from previous to next version.
    DEFAULT_APK_COMPRESSION_ALGORITHM = 0;

    // 7zip implementation of deflate algorithm which gives smaller APK size
    // but size of patches required to update the application are larger.
    P7ZIP = 1;
  }

  // Compression algorithm which is used to compress entries in final APKs.
  ApkCompressionAlgorithm apk_compression_algorithm = 3;
}

// Resources to keep in the master split.
message MasterResources {
  // Resource IDs to be kept in master split.
  repeated int32 resource_ids = 1;
  // Resource names to be kept in master split.
  repeated string resource_names = 2;
}

message Optimizations {
  SplitsConfig splits_config = 1;
  // This is for uncompressing native libraries on M+ devices (L+ devices on
  // instant apps).
  UncompressNativeLibraries uncompress_native_libraries = 2;
  // This is for uncompressing dex files.
  UncompressDexFiles uncompress_dex_files = 3;
  // Configuration for the generation of standalone APKs.
  // If no StandaloneConfig is set, the configuration is inherited from
  // splits_config.
  StandaloneConfig standalone_config = 4;

  // Optimizations that are applied to resources.
  ResourceOptimizations resource_optimizations = 5;

  // Configuration for archiving the app.
  StoreArchive store_archive = 6;
}

message ResourceOptimizations {
  // Whether to use sparse encoding for resource tables.
  // Resources in sparse resource table are accessed using a binary search tree.
  // This decreases APK size at the cost of resource retrieval performance.
  SparseEncoding sparse_encoding = 1;

  enum SparseEncoding {
    // Previously 'ENFORCED'. This option is deprecated because of issues found
    // in Android O up to Android Sv2 and causes segfaults in
    // Resources#getIdentifier.
    reserved 1;
    reserved "ENFORCED";

    // Disables sparse encoding.
    UNSPECIFIED = 0;
    // Generates special APKs for Android SDK +32 with sparse resource tables.
    // Devices with Android SDK below 32 will still receive APKs with regular
    // resource tables.
    VARIANT_FOR_SDK_32 = 2;
  }
}

message UncompressNativeLibraries {
  bool enabled = 1;
}

message UncompressDexFiles {
  //  A new variant with uncompressed dex will be generated. The sdk targeting
  //  of the variant is determined by 'uncompressed_dex_target_sdk'.
  bool enabled = 1;

  //  If 'enabled' field is set, this will determine the sdk targeting of the
  //  generated variant.
  UncompressedDexTargetSdk uncompressed_dex_target_sdk = 2;

  enum UncompressedDexTargetSdk {
    // Q+ variant will be generated.
    UNSPECIFIED = 0;
    // S+ variant will be generated.
    SDK_31 = 1;
  }
}

message StoreArchive {
  // Archive is an app state that allows an official app store to reclaim device
  // storage and disable app functionality temporarily until the user interacts
  // with the app again. Upon interaction the latest available version of the
  // app will be restored while leaving user data unaffected.
  // Enabled by default.
  bool enabled = 1;
}

message Locales {
  // Instructs bundletool to generate locale config and inject it into
  // AndroidManifest.xml. A locale is marked as supported by the application if
  // there is at least one resource value in this locale. Be very careful with
  // this setting because if some of your libraries expose resources in some
  // locales which are not actually supported by your application it will mark
  // this locale as supported. Disabled by default.
  bool inject_locale_config = 1;
}

// Optimization configuration used to generate Split APKs.
message SplitsConfig {
  repeated SplitDimension split_dimension = 1;
}

// Optimization configuration used to generate Standalone APKs.
message StandaloneConfig {
  // Device targeting dimensions to shard.
  repeated SplitDimension split_dimension = 1;
  // Whether 64 bit libraries should be stripped from Standalone APKs.
  bool strip_64_bit_libraries = 2;
  // Dex merging strategy that should be applied to produce Standalone APKs.
  DexMergingStrategy dex_merging_strategy = 3;

  enum DexMergingStrategy {
    // Strategy that does dex merging for applications that have minimum SDK
    // below 21 to ensure dex files from all modules are merged into one or
    // mainDexList is applied when merging into one dex is not possible. For
    // applications with minSdk >= 21 dex files from all modules are copied into
    // standalone APK as is because Android supports multiple dex files natively
    // starting from Android 5.0.
    MERGE_IF_NEEDED = 0;
    // Requires to copy dex files from all modules into standalone APK as is.
    // If an application supports SDKs below 21 this strategy puts
    // responsibility of providing dex files compatible with legacy multidex on
    // application developers.
    NEVER_MERGE = 1;
  }
}

// BEGIN-INTERNAL
// LINT.IfChange
// END-INTERNAL
message SplitDimension {
  enum Value {
    UNSPECIFIED_VALUE = 0;
    ABI = 1;
    SCREEN_DENSITY = 2;
    LANGUAGE = 3;
    TEXTURE_COMPRESSION_FORMAT = 4;
    // BEGIN-INTERNAL
    GRAPHICS_API = 5 [deprecated = true];
    // END-INTERNAL
    DEVICE_TIER = 6;
  }
  Value value = 1;

  // If set to 'true', indicates that APKs should *not* be split by this
  // dimension.
  bool negate = 2;

  // Optional transformation to be applied to asset directories where
  // the targeting is encoded in the directory name (e.g: assets/foo#tcf_etc1)
  SuffixStripping suffix_stripping = 3;
}
// BEGIN-INTERNAL
// LINT.ThenChange(//depot/google3/wireless/android/vending/developer/proto/storage/app/apk_bundle.proto)
// END-INTERNAL

message SuffixStripping {
  // If set to 'true', indicates that the targeting suffix should be removed
  // from assets paths for this dimension when splits (e.g: "asset packs") or
  // standalone/universal APKs are generated.
  // This only applies to assets.
  // For example a folder with path "assets/level1_textures#tcf_etc1"
  // would be outputted to "assets/level1_textures". File contents are
  // unchanged.
  bool enabled = 1;

  // The default suffix to be used for the cases where separate slices can't
  // be generated for this dimension - typically for standalone or universal
  // APKs.
  // This default suffix defines the directories to retain. The others are
  // discarded: standalone/universal APKs will contain only directories
  // targeted at this value for the dimension.
  //
  // If not set or empty, the fallback directory in each directory group will be
  // used (for example, if both "assets/level1_textures#tcf_etc1" and
  // "assets/level1_textures" are present and the default suffix is empty,
  // then only "assets/level1_textures" will be used).
  string default_suffix = 2;
}

// Configuration for processing APEX bundles.
// https://source.android.com/devices/tech/ota/apex
message ApexConfig {
  // Configuration for processing of APKs embedded in an APEX image.
  repeated ApexEmbeddedApkConfig apex_embedded_apk_config = 1;

  // Explicit list of supported ABIs.
  // Default: See ApexBundleValidator.REQUIRED_ONE_OF_ABI_SETS
  repeated SupportedAbiSet supported_abi_set = 2;
}

// Represents a set of ABIs which must be supported by a single APEX image.
message SupportedAbiSet {
  repeated string abi = 1;
}

message ApexEmbeddedApkConfig {
  // Android package name of the APK.
  string package_name = 1;

  // Path to the APK within the APEX system image.
  string path = 2;
}

message UnsignedEmbeddedApkConfig {
  // Path to the APK inside the module (e.g. if the path inside the bundle
  // is split/assets/example.apk, this will be assets/example.apk).
  string path = 1;
}

message AssetModulesConfig {
  // App versionCodes that will be updated with these asset modules.
  // Only relevant for asset-only bundles.
  repeated int64 app_version = 1;

  // Version tag for the asset upload.
  // Only relevant for asset-only bundles.
  string asset_version_tag = 2;
}
