| /* |
| Simple DirectMedia Layer |
| Copyright (C) 1997-2025 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. |
| */ |
| |
| /** |
| * # CategoryStorage |
| * |
| * The storage API is a high-level API designed to abstract away the |
| * portability issues that come up when using something lower-level (in SDL's |
| * case, this sits on top of the [Filesystem](CategoryFilesystem) and |
| * [IOStream](CategoryIOStream) subsystems). It is significantly more |
| * restrictive than a typical filesystem API, for a number of reasons: |
| * |
| * 1. **What to Access:** A common pitfall with existing filesystem APIs is |
| * the assumption that all storage is monolithic. However, many other |
| * platforms (game consoles in particular) are more strict about what _type_ |
| * of filesystem is being accessed; for example, game content and user data |
| * are usually two separate storage devices with entirely different |
| * characteristics (and possibly different low-level APIs altogether!). |
| * |
| * 2. **How to Access:** Another common mistake is applications assuming that |
| * all storage is universally writeable - again, many platforms treat game |
| * content and user data as two separate storage devices, and only user data |
| * is writeable while game content is read-only. |
| * |
| * 3. **When to Access:** The most common portability issue with filesystem |
| * access is _timing_ - you cannot always assume that the storage device is |
| * always accessible all of the time, nor can you assume that there are no |
| * limits to how long you have access to a particular device. |
| * |
| * Consider the following example: |
| * |
| * ```c |
| * void ReadGameData(void) |
| * { |
| * extern char** fileNames; |
| * extern size_t numFiles; |
| * for (size_t i = 0; i < numFiles; i += 1) { |
| * FILE *data = fopen(fileNames[i], "rwb"); |
| * if (data == NULL) { |
| * // Something bad happened! |
| * } else { |
| * // A bunch of stuff happens here |
| * fclose(data); |
| * } |
| * } |
| * } |
| * |
| * void ReadSave(void) |
| * { |
| * FILE *save = fopen("saves/save0.sav", "rb"); |
| * if (save == NULL) { |
| * // Something bad happened! |
| * } else { |
| * // A bunch of stuff happens here |
| * fclose(save); |
| * } |
| * } |
| * |
| * void WriteSave(void) |
| * { |
| * FILE *save = fopen("saves/save0.sav", "wb"); |
| * if (save == NULL) { |
| * // Something bad happened! |
| * } else { |
| * // A bunch of stuff happens here |
| * fclose(save); |
| * } |
| * } |
| * ``` |
| * |
| * Going over the bullet points again: |
| * |
| * 1. **What to Access:** This code accesses a global filesystem; game data |
| * and saves are all presumed to be in the current working directory (which |
| * may or may not be the game's installation folder!). |
| * |
| * 2. **How to Access:** This code assumes that content paths are writeable, |
| * and that save data is also writeable despite being in the same location as |
| * the game data. |
| * |
| * 3. **When to Access:** This code assumes that they can be called at any |
| * time, since the filesystem is always accessible and has no limits on how |
| * long the filesystem is being accessed. |
| * |
| * Due to these assumptions, the filesystem code is not portable and will fail |
| * under these common scenarios: |
| * |
| * - The game is installed on a device that is read-only, both content loading |
| * and game saves will fail or crash outright |
| * - Game/User storage is not implicitly mounted, so no files will be found |
| * for either scenario when a platform requires explicitly mounting |
| * filesystems |
| * - Save data may not be safe since the I/O is not being flushed or |
| * validated, so an error occurring elsewhere in the program may result in |
| * missing/corrupted save data |
| * |
| * When using SDL_Storage, these types of problems are virtually impossible to |
| * trip over: |
| * |
| * ```c |
| * void ReadGameData(void) |
| * { |
| * extern char** fileNames; |
| * extern size_t numFiles; |
| * |
| * SDL_Storage *title = SDL_OpenTitleStorage(NULL, 0); |
| * if (title == NULL) { |
| * // Something bad happened! |
| * } |
| * while (!SDL_StorageReady(title)) { |
| * SDL_Delay(1); |
| * } |
| * |
| * for (size_t i = 0; i < numFiles; i += 1) { |
| * void* dst; |
| * Uint64 dstLen = 0; |
| * |
| * if (SDL_GetStorageFileSize(title, fileNames[i], &dstLen) && dstLen > 0) { |
| * dst = SDL_malloc(dstLen); |
| * if (SDL_ReadStorageFile(title, fileNames[i], dst, dstLen)) { |
| * // A bunch of stuff happens here |
| * } else { |
| * // Something bad happened! |
| * } |
| * SDL_free(dst); |
| * } else { |
| * // Something bad happened! |
| * } |
| * } |
| * |
| * SDL_CloseStorage(title); |
| * } |
| * |
| * void ReadSave(void) |
| * { |
| * SDL_Storage *user = SDL_OpenUserStorage("libsdl", "Storage Example", 0); |
| * if (user == NULL) { |
| * // Something bad happened! |
| * } |
| * while (!SDL_StorageReady(user)) { |
| * SDL_Delay(1); |
| * } |
| * |
| * Uint64 saveLen = 0; |
| * if (SDL_GetStorageFileSize(user, "save0.sav", &saveLen) && saveLen > 0) { |
| * void* dst = SDL_malloc(saveLen); |
| * if (SDL_ReadStorageFile(user, "save0.sav", dst, saveLen)) { |
| * // A bunch of stuff happens here |
| * } else { |
| * // Something bad happened! |
| * } |
| * SDL_free(dst); |
| * } else { |
| * // Something bad happened! |
| * } |
| * |
| * SDL_CloseStorage(user); |
| * } |
| * |
| * void WriteSave(void) |
| * { |
| * SDL_Storage *user = SDL_OpenUserStorage("libsdl", "Storage Example", 0); |
| * if (user == NULL) { |
| * // Something bad happened! |
| * } |
| * while (!SDL_StorageReady(user)) { |
| * SDL_Delay(1); |
| * } |
| * |
| * extern void *saveData; // A bunch of stuff happened here... |
| * extern Uint64 saveLen; |
| * if (!SDL_WriteStorageFile(user, "save0.sav", saveData, saveLen)) { |
| * // Something bad happened! |
| * } |
| * |
| * SDL_CloseStorage(user); |
| * } |
| * ``` |
| * |
| * Note the improvements that SDL_Storage makes: |
| * |
| * 1. **What to Access:** This code explicitly reads from a title or user |
| * storage device based on the context of the function. |
| * |
| * 2. **How to Access:** This code explicitly uses either a read or write |
| * function based on the context of the function. |
| * |
| * 3. **When to Access:** This code explicitly opens the device when it needs |
| * to, and closes it when it is finished working with the filesystem. |
| * |
| * The result is an application that is significantly more robust against the |
| * increasing demands of platforms and their filesystems! |
| * |
| * A publicly available example of an SDL_Storage backend is the |
| * [Steam Cloud](https://partner.steamgames.com/doc/features/cloud) |
| * backend - you can initialize Steamworks when starting the program, and then |
| * SDL will recognize that Steamworks is initialized and automatically use |
| * ISteamRemoteStorage when the application opens user storage. More |
| * importantly, when you _open_ storage it knows to begin a "batch" of |
| * filesystem operations, and when you _close_ storage it knows to end and |
| * flush the batch. This is used by Steam to support |
| * [Dynamic Cloud Sync](https://steamcommunity.com/groups/steamworks/announcements/detail/3142949576401813670) |
| * ; users can save data on one PC, put the device to sleep, and then continue |
| * playing on another PC (and vice versa) with the save data fully |
| * synchronized across all devices, allowing for a seamless experience without |
| * having to do full restarts of the program. |
| * |
| * ## Notes on valid paths |
| * |
| * All paths in the Storage API use Unix-style path separators ('/'). Using a |
| * different path separator will not work, even if the underlying platform |
| * would otherwise accept it. This is to keep code using the Storage API |
| * portable between platforms and Storage implementations and simplify app |
| * code. |
| * |
| * Paths with relative directories ("." and "..") are forbidden by the Storage |
| * API. |
| * |
| * All valid UTF-8 strings (discounting the NULL terminator character and the |
| * '/' path separator) are usable for filenames, however, an underlying |
| * Storage implementation may not support particularly strange sequences and |
| * refuse to create files with those names, etc. |
| */ |
| |
| #ifndef SDL_storage_h_ |
| #define SDL_storage_h_ |
| |
| #include <SDL3/SDL_stdinc.h> |
| #include <SDL3/SDL_error.h> |
| #include <SDL3/SDL_filesystem.h> |
| #include <SDL3/SDL_properties.h> |
| |
| #include <SDL3/SDL_begin_code.h> |
| |
| /* Set up for C function definitions, even when using C++ */ |
| #ifdef __cplusplus |
| extern "C" { |
| #endif |
| |
| /** |
| * Function interface for SDL_Storage. |
| * |
| * Apps that want to supply a custom implementation of SDL_Storage will fill |
| * in all the functions in this struct, and then pass it to SDL_OpenStorage to |
| * create a custom SDL_Storage object. |
| * |
| * It is not usually necessary to do this; SDL provides standard |
| * implementations for many things you might expect to do with an SDL_Storage. |
| * |
| * This structure should be initialized using SDL_INIT_INTERFACE() |
| * |
| * \since This struct is available since SDL 3.2.0. |
| * |
| * \sa SDL_INIT_INTERFACE |
| */ |
| typedef struct SDL_StorageInterface |
| { |
| /* The version of this interface */ |
| Uint32 version; |
| |
| /* Called when the storage is closed */ |
| bool (SDLCALL *close)(void *userdata); |
| |
| /* Optional, returns whether the storage is currently ready for access */ |
| bool (SDLCALL *ready)(void *userdata); |
| |
| /* Enumerate a directory, optional for write-only storage */ |
| bool (SDLCALL *enumerate)(void *userdata, const char *path, SDL_EnumerateDirectoryCallback callback, void *callback_userdata); |
| |
| /* Get path information, optional for write-only storage */ |
| bool (SDLCALL *info)(void *userdata, const char *path, SDL_PathInfo *info); |
| |
| /* Read a file from storage, optional for write-only storage */ |
| bool (SDLCALL *read_file)(void *userdata, const char *path, void *destination, Uint64 length); |
| |
| /* Write a file to storage, optional for read-only storage */ |
| bool (SDLCALL *write_file)(void *userdata, const char *path, const void *source, Uint64 length); |
| |
| /* Create a directory, optional for read-only storage */ |
| bool (SDLCALL *mkdir)(void *userdata, const char *path); |
| |
| /* Remove a file or empty directory, optional for read-only storage */ |
| bool (SDLCALL *remove)(void *userdata, const char *path); |
| |
| /* Rename a path, optional for read-only storage */ |
| bool (SDLCALL *rename)(void *userdata, const char *oldpath, const char *newpath); |
| |
| /* Copy a file, optional for read-only storage */ |
| bool (SDLCALL *copy)(void *userdata, const char *oldpath, const char *newpath); |
| |
| /* Get the space remaining, optional for read-only storage */ |
| Uint64 (SDLCALL *space_remaining)(void *userdata); |
| } SDL_StorageInterface; |
| |
| /* Check the size of SDL_StorageInterface |
| * |
| * If this assert fails, either the compiler is padding to an unexpected size, |
| * or the interface has been updated and this should be updated to match and |
| * the code using this interface should be updated to handle the old version. |
| */ |
| SDL_COMPILE_TIME_ASSERT(SDL_StorageInterface_SIZE, |
| (sizeof(void *) == 4 && sizeof(SDL_StorageInterface) == 48) || |
| (sizeof(void *) == 8 && sizeof(SDL_StorageInterface) == 96)); |
| |
| /** |
| * An abstract interface for filesystem access. |
| * |
| * This is an opaque datatype. One can create this object using standard SDL |
| * functions like SDL_OpenTitleStorage or SDL_OpenUserStorage, etc, or create |
| * an object with a custom implementation using SDL_OpenStorage. |
| * |
| * \since This struct is available since SDL 3.2.0. |
| */ |
| typedef struct SDL_Storage SDL_Storage; |
| |
| /** |
| * Opens up a read-only container for the application's filesystem. |
| * |
| * By default, SDL_OpenTitleStorage uses the generic storage implementation. |
| * When the path override is not provided, the generic implementation will use |
| * the output of SDL_GetBasePath as the base path. |
| * |
| * \param override a path to override the backend's default title root. |
| * \param props a property list that may contain backend-specific information. |
| * \returns a title storage container on success or NULL on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_CloseStorage |
| * \sa SDL_GetStorageFileSize |
| * \sa SDL_OpenUserStorage |
| * \sa SDL_ReadStorageFile |
| */ |
| extern SDL_DECLSPEC SDL_Storage * SDLCALL SDL_OpenTitleStorage(const char *override, SDL_PropertiesID props); |
| |
| /** |
| * Opens up a container for a user's unique read/write filesystem. |
| * |
| * While title storage can generally be kept open throughout runtime, user |
| * storage should only be opened when the client is ready to read/write files. |
| * This allows the backend to properly batch file operations and flush them |
| * when the container has been closed; ensuring safe and optimal save I/O. |
| * |
| * \param org the name of your organization. |
| * \param app the name of your application. |
| * \param props a property list that may contain backend-specific information. |
| * \returns a user storage container on success or NULL on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_CloseStorage |
| * \sa SDL_GetStorageFileSize |
| * \sa SDL_GetStorageSpaceRemaining |
| * \sa SDL_OpenTitleStorage |
| * \sa SDL_ReadStorageFile |
| * \sa SDL_StorageReady |
| * \sa SDL_WriteStorageFile |
| */ |
| extern SDL_DECLSPEC SDL_Storage * SDLCALL SDL_OpenUserStorage(const char *org, const char *app, SDL_PropertiesID props); |
| |
| /** |
| * Opens up a container for local filesystem storage. |
| * |
| * This is provided for development and tools. Portable applications should |
| * use SDL_OpenTitleStorage() for access to game data and |
| * SDL_OpenUserStorage() for access to user data. |
| * |
| * \param path the base path prepended to all storage paths, or NULL for no |
| * base path. |
| * \returns a filesystem storage container on success or NULL on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_CloseStorage |
| * \sa SDL_GetStorageFileSize |
| * \sa SDL_GetStorageSpaceRemaining |
| * \sa SDL_OpenTitleStorage |
| * \sa SDL_OpenUserStorage |
| * \sa SDL_ReadStorageFile |
| * \sa SDL_WriteStorageFile |
| */ |
| extern SDL_DECLSPEC SDL_Storage * SDLCALL SDL_OpenFileStorage(const char *path); |
| |
| /** |
| * Opens up a container using a client-provided storage interface. |
| * |
| * Applications do not need to use this function unless they are providing |
| * their own SDL_Storage implementation. If you just need an SDL_Storage, you |
| * should use the built-in implementations in SDL, like SDL_OpenTitleStorage() |
| * or SDL_OpenUserStorage(). |
| * |
| * This function makes a copy of `iface` and the caller does not need to keep |
| * it around after this call. |
| * |
| * \param iface the interface that implements this storage, initialized using |
| * SDL_INIT_INTERFACE(). |
| * \param userdata the pointer that will be passed to the interface functions. |
| * \returns a storage container on success or NULL on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_CloseStorage |
| * \sa SDL_GetStorageFileSize |
| * \sa SDL_GetStorageSpaceRemaining |
| * \sa SDL_INIT_INTERFACE |
| * \sa SDL_ReadStorageFile |
| * \sa SDL_StorageReady |
| * \sa SDL_WriteStorageFile |
| */ |
| extern SDL_DECLSPEC SDL_Storage * SDLCALL SDL_OpenStorage(const SDL_StorageInterface *iface, void *userdata); |
| |
| /** |
| * Closes and frees a storage container. |
| * |
| * \param storage a storage container to close. |
| * \returns true if the container was freed with no errors, false otherwise; |
| * call SDL_GetError() for more information. Even if the function |
| * returns an error, the container data will be freed; the error is |
| * only for informational purposes. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_OpenFileStorage |
| * \sa SDL_OpenStorage |
| * \sa SDL_OpenTitleStorage |
| * \sa SDL_OpenUserStorage |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_CloseStorage(SDL_Storage *storage); |
| |
| /** |
| * Checks if the storage container is ready to use. |
| * |
| * This function should be called in regular intervals until it returns true - |
| * however, it is not recommended to spinwait on this call, as the backend may |
| * depend on a synchronous message loop. You might instead poll this in your |
| * game's main loop while processing events and drawing a loading screen. |
| * |
| * \param storage a storage container to query. |
| * \returns true if the container is ready, false otherwise. |
| * |
| * \since This function is available since SDL 3.2.0. |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_StorageReady(SDL_Storage *storage); |
| |
| /** |
| * Query the size of a file within a storage container. |
| * |
| * \param storage a storage container to query. |
| * \param path the relative path of the file to query. |
| * \param length a pointer to be filled with the file's length. |
| * \returns true if the file could be queried or false on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_ReadStorageFile |
| * \sa SDL_StorageReady |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_GetStorageFileSize(SDL_Storage *storage, const char *path, Uint64 *length); |
| |
| /** |
| * Synchronously read a file from a storage container into a client-provided |
| * buffer. |
| * |
| * The value of `length` must match the length of the file exactly; call |
| * SDL_GetStorageFileSize() to get this value. This behavior may be relaxed in |
| * a future release. |
| * |
| * \param storage a storage container to read from. |
| * \param path the relative path of the file to read. |
| * \param destination a client-provided buffer to read the file into. |
| * \param length the length of the destination buffer. |
| * \returns true if the file was read or false on failure; call SDL_GetError() |
| * for more information. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetStorageFileSize |
| * \sa SDL_StorageReady |
| * \sa SDL_WriteStorageFile |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_ReadStorageFile(SDL_Storage *storage, const char *path, void *destination, Uint64 length); |
| |
| /** |
| * Synchronously write a file from client memory into a storage container. |
| * |
| * \param storage a storage container to write to. |
| * \param path the relative path of the file to write. |
| * \param source a client-provided buffer to write from. |
| * \param length the length of the source buffer. |
| * \returns true if the file was written or false on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetStorageSpaceRemaining |
| * \sa SDL_ReadStorageFile |
| * \sa SDL_StorageReady |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_WriteStorageFile(SDL_Storage *storage, const char *path, const void *source, Uint64 length); |
| |
| /** |
| * Create a directory in a writable storage container. |
| * |
| * \param storage a storage container. |
| * \param path the path of the directory to create. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_StorageReady |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_CreateStorageDirectory(SDL_Storage *storage, const char *path); |
| |
| /** |
| * Enumerate a directory in a storage container through a callback function. |
| * |
| * This function provides every directory entry through an app-provided |
| * callback, called once for each directory entry, until all results have been |
| * provided or the callback returns either SDL_ENUM_SUCCESS or |
| * SDL_ENUM_FAILURE. |
| * |
| * This will return false if there was a system problem in general, or if a |
| * callback returns SDL_ENUM_FAILURE. A successful return means a callback |
| * returned SDL_ENUM_SUCCESS to halt enumeration, or all directory entries |
| * were enumerated. |
| * |
| * If `path` is NULL, this is treated as a request to enumerate the root of |
| * the storage container's tree. An empty string also works for this. |
| * |
| * \param storage a storage container. |
| * \param path the path of the directory to enumerate, or NULL for the root. |
| * \param callback a function that is called for each entry in the directory. |
| * \param userdata a pointer that is passed to `callback`. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_StorageReady |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_EnumerateStorageDirectory(SDL_Storage *storage, const char *path, SDL_EnumerateDirectoryCallback callback, void *userdata); |
| |
| /** |
| * Remove a file or an empty directory in a writable storage container. |
| * |
| * \param storage a storage container. |
| * \param path the path of the directory to enumerate. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_StorageReady |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_RemoveStoragePath(SDL_Storage *storage, const char *path); |
| |
| /** |
| * Rename a file or directory in a writable storage container. |
| * |
| * \param storage a storage container. |
| * \param oldpath the old path. |
| * \param newpath the new path. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_StorageReady |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_RenameStoragePath(SDL_Storage *storage, const char *oldpath, const char *newpath); |
| |
| /** |
| * Copy a file in a writable storage container. |
| * |
| * \param storage a storage container. |
| * \param oldpath the old path. |
| * \param newpath the new path. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_StorageReady |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_CopyStorageFile(SDL_Storage *storage, const char *oldpath, const char *newpath); |
| |
| /** |
| * Get information about a filesystem path in a storage container. |
| * |
| * \param storage a storage container. |
| * \param path the path to query. |
| * \param info a pointer filled in with information about the path, or NULL to |
| * check for the existence of a file. |
| * \returns true on success or false if the file doesn't exist, or another |
| * failure; call SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_StorageReady |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_GetStoragePathInfo(SDL_Storage *storage, const char *path, SDL_PathInfo *info); |
| |
| /** |
| * Queries the remaining space in a storage container. |
| * |
| * \param storage a storage container to query. |
| * \returns the amount of remaining space, in bytes. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_StorageReady |
| * \sa SDL_WriteStorageFile |
| */ |
| extern SDL_DECLSPEC Uint64 SDLCALL SDL_GetStorageSpaceRemaining(SDL_Storage *storage); |
| |
| /** |
| * Enumerate a directory tree, filtered by pattern, and return a list. |
| * |
| * Files are filtered out if they don't match the string in `pattern`, which |
| * may contain wildcard characters `*` (match everything) and `?` (match one |
| * character). If pattern is NULL, no filtering is done and all results are |
| * returned. Subdirectories are permitted, and are specified with a path |
| * separator of '/'. Wildcard characters `*` and `?` never match a path |
| * separator. |
| * |
| * `flags` may be set to SDL_GLOB_CASEINSENSITIVE to make the pattern matching |
| * case-insensitive. |
| * |
| * The returned array is always NULL-terminated, for your iterating |
| * convenience, but if `count` is non-NULL, on return it will contain the |
| * number of items in the array, not counting the NULL terminator. |
| * |
| * If `path` is NULL, this is treated as a request to enumerate the root of |
| * the storage container's tree. An empty string also works for this. |
| * |
| * \param storage a storage container. |
| * \param path the path of the directory to enumerate, or NULL for the root. |
| * \param pattern the pattern that files in the directory must match. Can be |
| * NULL. |
| * \param flags `SDL_GLOB_*` bitflags that affect this search. |
| * \param count on return, will be set to the number of items in the returned |
| * array. Can be NULL. |
| * \returns an array of strings on success or NULL on failure; call |
| * SDL_GetError() for more information. The caller should pass the |
| * returned pointer to SDL_free when done with it. This is a single |
| * allocation that should be freed with SDL_free() when it is no |
| * longer needed. |
| * |
| * \threadsafety It is safe to call this function from any thread, assuming |
| * the `storage` object is thread-safe. |
| * |
| * \since This function is available since SDL 3.2.0. |
| */ |
| extern SDL_DECLSPEC char ** SDLCALL SDL_GlobStorageDirectory(SDL_Storage *storage, const char *path, const char *pattern, SDL_GlobFlags flags, int *count); |
| |
| /* Ends C function definitions when using C++ */ |
| #ifdef __cplusplus |
| } |
| #endif |
| #include <SDL3/SDL_close_code.h> |
| |
| #endif /* SDL_storage_h_ */ |