| /* |
| Simple DirectMedia Layer |
| Copyright (C) 1997-2021 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 |
| |
| /** |
| * \brief Get the path where the application resides. |
| * |
| * Get the "base path". This is the directory where the application was run |
| * from, which is probably the installation directory, and may or may not |
| * be the process's current working directory. |
| * |
| * This returns an absolute path in UTF-8 encoding, and is guaranteed to |
| * end with a path separator ('\\' on Windows, '/' most other places). |
| * |
| * The pointer returned by this function is owned by you. Please call |
| * SDL_free() on the pointer when you are done with it, or it will be a |
| * memory leak. This is not necessarily a fast call, though, so you should |
| * call this once near startup and save the string if you need it. |
| * |
| * Some platforms can't determine the application's path, and on other |
| * platforms, this might be meaningless. In such cases, this function will |
| * return NULL. |
| * |
| * \return String of base dir in UTF-8 encoding, or NULL on error. |
| * |
| * \sa SDL_GetPrefPath |
| */ |
| extern DECLSPEC char *SDLCALL SDL_GetBasePath(void); |
| |
| /** |
| * \brief 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/" |
| * |
| * (etc.) |
| * |
| * You specify the name of your organization (if it's not a real organization, |
| * your name or an Internet domain you own might do) and the name of your |
| * application. These should be untranslated proper names. |
| * |
| * 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. |
| * |
| * This returns an absolute path in UTF-8 encoding, and is guaranteed to |
| * end with a path separator ('\\' on Windows, '/' most other places). |
| * |
| * The pointer returned by this function is owned by you. Please call |
| * SDL_free() on the pointer when you are done with it, or it will be a |
| * memory leak. This is not necessarily a fast call, though, so you should |
| * call this once near startup and save the string if you need it. |
| * |
| * 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, aren't where you |
| * should be writing things). |
| * |
| * Some platforms can't determine the pref path, and on other |
| * platforms, this might be meaningless. In such cases, this function will |
| * return NULL. |
| * |
| * \param org The name of your organization. |
| * \param app The name of your application. |
| * \return UTF-8 string of user dir in platform-dependent notation. NULL |
| * if there's a problem (creating directory failed, etc). |
| * |
| * \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: */ |