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- /*
- Simple DirectMedia Layer
- Copyright (C) 1997-2022 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: */
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