| /* |
| Simple DirectMedia Layer |
| Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org> |
| |
| This software is provided 'as-is', without any express or implied |
| warranty. In no event will the authors be held liable for any damages |
| arising from the use of this software. |
| |
| Permission is granted to anyone to use this software for any purpose, |
| including commercial applications, and to alter it and redistribute it |
| freely, subject to the following restrictions: |
| |
| 1. The origin of this software must not be misrepresented; you must not |
| claim that you wrote the original software. If you use this software |
| in a product, an acknowledgment in the product documentation would be |
| appreciated but is not required. |
| 2. Altered source versions must be plainly marked as such, and must not be |
| misrepresented as being the original software. |
| 3. This notice may not be removed or altered from any source distribution. |
| */ |
| |
| /** |
| * \file SDL_filesystem.h |
| * |
| * \brief Include file for filesystem SDL API functions |
| */ |
| |
| #ifndef SDL_filesystem_h_ |
| #define SDL_filesystem_h_ |
| |
| #include "SDL_stdinc.h" |
| |
| #include "begin_code.h" |
| |
| /* Set up for C function definitions, even when using C++ */ |
| #ifdef __cplusplus |
| extern "C" { |
| #endif |
| |
| /** |
| * Get the directory where the application was run from. |
| * |
| * This is not necessarily a fast call, so you should call this once near |
| * startup and save the string if you need it. |
| * |
| * **Mac OS X and iOS Specific Functionality**: If the application is in a |
| * ".app" bundle, this function returns the Resource directory (e.g. |
| * MyApp.app/Contents/Resources/). This behaviour can be overridden by adding |
| * a property to the Info.plist file. Adding a string key with the name |
| * SDL_FILESYSTEM_BASE_DIR_TYPE with a supported value will change the |
| * behaviour. |
| * |
| * Supported values for the SDL_FILESYSTEM_BASE_DIR_TYPE property (Given an |
| * application in /Applications/SDLApp/MyApp.app): |
| * |
| * - `resource`: bundle resource directory (the default). For example: |
| * `/Applications/SDLApp/MyApp.app/Contents/Resources` |
| * - `bundle`: the Bundle directory. For example: |
| * `/Applications/SDLApp/MyApp.app/` |
| * - `parent`: the containing directory of the bundle. For example: |
| * `/Applications/SDLApp/` |
| * |
| * **Nintendo 3DS Specific Functionality**: This function returns "romfs" |
| * directory of the application as it is uncommon to store resources outside |
| * the executable. As such it is not a writable directory. |
| * |
| * The returned path is guaranteed to end with a path separator ('\\' on |
| * Windows, '/' on most other platforms). |
| * |
| * The pointer returned is owned by the caller. Please call SDL_free() on the |
| * pointer when done with it. |
| * |
| * \returns an absolute path in UTF-8 encoding to the application data |
| * directory. NULL will be returned on error or when the platform |
| * doesn't implement this functionality, call SDL_GetError() for more |
| * information. |
| * |
| * \since This function is available since SDL 2.0.1. |
| * |
| * \sa SDL_GetPrefPath |
| */ |
| extern DECLSPEC char *SDLCALL SDL_GetBasePath(void); |
| |
| /** |
| * Get the user-and-app-specific path where files can be written. |
| * |
| * Get the "pref dir". This is meant to be where users can write personal |
| * files (preferences and save games, etc) that are specific to your |
| * application. This directory is unique per user, per application. |
| * |
| * This function will decide the appropriate location in the native |
| * filesystem, create the directory if necessary, and return a string of the |
| * absolute path to the directory in UTF-8 encoding. |
| * |
| * On Windows, the string might look like: |
| * |
| * `C:\\Users\\bob\\AppData\\Roaming\\My Company\\My Program Name\\` |
| * |
| * On Linux, the string might look like: |
| * |
| * `/home/bob/.local/share/My Program Name/` |
| * |
| * On Mac OS X, the string might look like: |
| * |
| * `/Users/bob/Library/Application Support/My Program Name/` |
| * |
| * You should assume the path returned by this function is the only safe place |
| * to write files (and that SDL_GetBasePath(), while it might be writable, or |
| * even the parent of the returned path, isn't where you should be writing |
| * things). |
| * |
| * Both the org and app strings may become part of a directory name, so please |
| * follow these rules: |
| * |
| * - Try to use the same org string (_including case-sensitivity_) for all |
| * your applications that use this function. |
| * - Always use a unique app string for each one, and make sure it never |
| * changes for an app once you've decided on it. |
| * - Unicode characters are legal, as long as it's UTF-8 encoded, but... |
| * - ...only use letters, numbers, and spaces. Avoid punctuation like "Game |
| * Name 2: Bad Guy's Revenge!" ... "Game Name 2" is sufficient. |
| * |
| * The returned path is guaranteed to end with a path separator ('\\' on |
| * Windows, '/' on most other platforms). |
| * |
| * The pointer returned is owned by the caller. Please call SDL_free() on the |
| * pointer when done with it. |
| * |
| * \param org the name of your organization |
| * \param app the name of your application |
| * \returns a UTF-8 string of the user directory in platform-dependent |
| * notation. NULL if there's a problem (creating directory failed, |
| * etc.). |
| * |
| * \since This function is available since SDL 2.0.1. |
| * |
| * \sa SDL_GetBasePath |
| */ |
| extern DECLSPEC char *SDLCALL SDL_GetPrefPath(const char *org, const char *app); |
| |
| /* Ends C function definitions when using C++ */ |
| #ifdef __cplusplus |
| } |
| #endif |
| #include "close_code.h" |
| |
| #endif /* SDL_filesystem_h_ */ |
| |
| /* vi: set ts=4 sw=4 expandtab: */ |