🛠️🐜 Antkeeper superbuild with dependencies included https://antkeeper.com
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  1. /*
  2. Simple DirectMedia Layer
  3. Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
  4. This software is provided 'as-is', without any express or implied
  5. warranty. In no event will the authors be held liable for any damages
  6. arising from the use of this software.
  7. Permission is granted to anyone to use this software for any purpose,
  8. including commercial applications, and to alter it and redistribute it
  9. freely, subject to the following restrictions:
  10. 1. The origin of this software must not be misrepresented; you must not
  11. claim that you wrote the original software. If you use this software
  12. in a product, an acknowledgment in the product documentation would be
  13. appreciated but is not required.
  14. 2. Altered source versions must be plainly marked as such, and must not be
  15. misrepresented as being the original software.
  16. 3. This notice may not be removed or altered from any source distribution.
  17. */
  18. /**
  19. * \file SDL_filesystem.h
  20. *
  21. * \brief Include file for filesystem SDL API functions
  22. */
  23. #ifndef SDL_filesystem_h_
  24. #define SDL_filesystem_h_
  25. #include "SDL_stdinc.h"
  26. #include "begin_code.h"
  27. /* Set up for C function definitions, even when using C++ */
  28. #ifdef __cplusplus
  29. extern "C" {
  30. #endif
  31. /**
  32. * Get the directory where the application was run from.
  33. *
  34. * This is not necessarily a fast call, so you should call this once near
  35. * startup and save the string if you need it.
  36. *
  37. * **Mac OS X and iOS Specific Functionality**: If the application is in a
  38. * ".app" bundle, this function returns the Resource directory (e.g.
  39. * MyApp.app/Contents/Resources/). This behaviour can be overridden by adding
  40. * a property to the Info.plist file. Adding a string key with the name
  41. * SDL_FILESYSTEM_BASE_DIR_TYPE with a supported value will change the
  42. * behaviour.
  43. *
  44. * Supported values for the SDL_FILESYSTEM_BASE_DIR_TYPE property (Given an
  45. * application in /Applications/SDLApp/MyApp.app):
  46. *
  47. * - `resource`: bundle resource directory (the default). For example:
  48. * `/Applications/SDLApp/MyApp.app/Contents/Resources`
  49. * - `bundle`: the Bundle directory. For example:
  50. * `/Applications/SDLApp/MyApp.app/`
  51. * - `parent`: the containing directory of the bundle. For example:
  52. * `/Applications/SDLApp/`
  53. *
  54. * **Nintendo 3DS Specific Functionality**: This function returns "romfs"
  55. * directory of the application as it is uncommon to store resources outside
  56. * the executable. As such it is not a writable directory.
  57. *
  58. * The returned path is guaranteed to end with a path separator ('\' on
  59. * Windows, '/' on most other platforms).
  60. *
  61. * The pointer returned is owned by the caller. Please call SDL_free() on the
  62. * pointer when done with it.
  63. *
  64. * \returns an absolute path in UTF-8 encoding to the application data
  65. * directory. NULL will be returned on error or when the platform
  66. * doesn't implement this functionality, call SDL_GetError() for more
  67. * information.
  68. *
  69. * \since This function is available since SDL 2.0.1.
  70. *
  71. * \sa SDL_GetPrefPath
  72. */
  73. extern DECLSPEC char *SDLCALL SDL_GetBasePath(void);
  74. /**
  75. * Get the user-and-app-specific path where files can be written.
  76. *
  77. * Get the "pref dir". This is meant to be where users can write personal
  78. * files (preferences and save games, etc) that are specific to your
  79. * application. This directory is unique per user, per application.
  80. *
  81. * This function will decide the appropriate location in the native
  82. * filesystem, create the directory if necessary, and return a string of the
  83. * absolute path to the directory in UTF-8 encoding.
  84. *
  85. * On Windows, the string might look like:
  86. *
  87. * `C:\\Users\\bob\\AppData\\Roaming\\My Company\\My Program Name\\`
  88. *
  89. * On Linux, the string might look like:
  90. *
  91. * `/home/bob/.local/share/My Program Name/`
  92. *
  93. * On Mac OS X, the string might look like:
  94. *
  95. * `/Users/bob/Library/Application Support/My Program Name/`
  96. *
  97. * You should assume the path returned by this function is the only safe place
  98. * to write files (and that SDL_GetBasePath(), while it might be writable, or
  99. * even the parent of the returned path, isn't where you should be writing
  100. * things).
  101. *
  102. * Both the org and app strings may become part of a directory name, so please
  103. * follow these rules:
  104. *
  105. * - Try to use the same org string (_including case-sensitivity_) for all
  106. * your applications that use this function.
  107. * - Always use a unique app string for each one, and make sure it never
  108. * changes for an app once you've decided on it.
  109. * - Unicode characters are legal, as long as it's UTF-8 encoded, but...
  110. * - ...only use letters, numbers, and spaces. Avoid punctuation like "Game
  111. * Name 2: Bad Guy's Revenge!" ... "Game Name 2" is sufficient.
  112. *
  113. * The returned path is guaranteed to end with a path separator ('\' on
  114. * Windows, '/' on most other platforms).
  115. *
  116. * The pointer returned is owned by the caller. Please call SDL_free() on the
  117. * pointer when done with it.
  118. *
  119. * \param org the name of your organization
  120. * \param app the name of your application
  121. * \returns a UTF-8 string of the user directory in platform-dependent
  122. * notation. NULL if there's a problem (creating directory failed,
  123. * etc.).
  124. *
  125. * \since This function is available since SDL 2.0.1.
  126. *
  127. * \sa SDL_GetBasePath
  128. */
  129. extern DECLSPEC char *SDLCALL SDL_GetPrefPath(const char *org, const char *app);
  130. /* Ends C function definitions when using C++ */
  131. #ifdef __cplusplus
  132. }
  133. #endif
  134. #include "close_code.h"
  135. #endif /* SDL_filesystem_h_ */
  136. /* vi: set ts=4 sw=4 expandtab: */