241 lines
9.4 KiB
C
241 lines
9.4 KiB
C
/*
|
|
Simple DirectMedia Layer
|
|
Copyright (C) 1997-2023 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 <SDL3/SDL_stdinc.h>
|
|
|
|
#include <SDL3/SDL_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.
|
|
*
|
|
* **macOS 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 3.0.0.
|
|
*
|
|
* \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 macOS, 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 3.0.0.
|
|
*
|
|
* \sa SDL_GetBasePath
|
|
*/
|
|
extern DECLSPEC char *SDLCALL SDL_GetPrefPath(const char *org, const char *app);
|
|
|
|
/**
|
|
* The type of the OS-provided default folder for a specific purpose.
|
|
*
|
|
* Note that the Trash folder isn't included here, because trashing files usually
|
|
* involves extra OS-specific functionality to remember the file's original
|
|
* location.
|
|
*
|
|
* The folders supported per platform are:
|
|
*
|
|
* | | Windows | macOS/iOS | tvOS | Unix (XDG) | Haiku | Emscripten |
|
|
* | ----------- | ------- | --------- | ---- | ---------- | ----- | ---------- |
|
|
* | HOME | X | X | | X | X | X |
|
|
* | DESKTOP | X | X | | X | X | |
|
|
* | DOCUMENTS | X | X | | X | | |
|
|
* | DOWNLOADS | Vista+ | X | | X | | |
|
|
* | MUSIC | X | X | | X | | |
|
|
* | PICTURES | X | X | | X | | |
|
|
* | PUBLICSHARE | | X | | X | | |
|
|
* | SAVEDGAMES | Vista+ | | | | | |
|
|
* | SCREENSHOTS | Vista+ | | | | | |
|
|
* | TEMPLATES | X | X | | X | | |
|
|
* | VIDEOS | X | X | | X | | |
|
|
*
|
|
* Note that on macOS/iOS, the Videos folder is called "Movies".
|
|
*
|
|
* \sa SDL_GetPath
|
|
*/
|
|
typedef enum
|
|
{
|
|
/** The folder which contains all of the current user's data, preferences,
|
|
and documents. It usually contains most of the other folders. If a
|
|
requested folder does not exist, the home folder can be considered a safe
|
|
fallback to store a user's documents. */
|
|
SDL_FOLDER_HOME,
|
|
/** The folder of files that are displayed on the desktop. Note that the
|
|
existence of a desktop folder does not guarantee that the system does
|
|
show icons on its desktop; certain GNU/Linux distros with a graphical
|
|
environment may not have desktop icons. */
|
|
SDL_FOLDER_DESKTOP,
|
|
/** User document files, possibly application-specific. This is a good
|
|
place to save a user's projects. */
|
|
SDL_FOLDER_DOCUMENTS,
|
|
/** Standard folder for user files downloaded from the internet. */
|
|
SDL_FOLDER_DOWNLOADS,
|
|
/** Music files that can be played using a standard music player (mp3,
|
|
ogg...). */
|
|
SDL_FOLDER_MUSIC,
|
|
/** Image files that can be displayed using a standard viewer (png,
|
|
jpg...). */
|
|
SDL_FOLDER_PICTURES,
|
|
/** Files that are meant to be shared with other users on the same
|
|
computer. */
|
|
SDL_FOLDER_PUBLICSHARE,
|
|
/** Save files for games. */
|
|
SDL_FOLDER_SAVEDGAMES,
|
|
/** Application screenshots. */
|
|
SDL_FOLDER_SCREENSHOTS,
|
|
/** Template files to be used when the user requests the desktop environment
|
|
to create a new file in a certain folder, such as "New Text File.txt".
|
|
Any file in the Templates folder can be used as a starting point for a
|
|
new file. */
|
|
SDL_FOLDER_TEMPLATES,
|
|
/** Video files that can be played using a standard video player (mp4,
|
|
webm...). */
|
|
SDL_FOLDER_VIDEOS
|
|
} SDL_Folder;
|
|
|
|
/**
|
|
* Finds the most suitable OS-provided folder for @p folder, and returns its
|
|
* path in OS-specific notation.
|
|
*
|
|
* Many OSes provide certain standard folders for certain purposes, such as
|
|
* storing pictures, music or videos for a certain user. This function gives
|
|
* the path for many of those special locations.
|
|
*
|
|
* Note that the function is expensive, and should be called once at the
|
|
* beginning of the execution and kept for as long as needed.
|
|
*
|
|
* The returned value is owned by the caller and should be freed with
|
|
* SDL_free().
|
|
*
|
|
* If NULL is returned, the error may be obtained with SDL_GetError().
|
|
*
|
|
* \param folder The type of folder to find
|
|
* \returns Either a null-terminated C string containing the full path to the
|
|
* folder, or NULL if an error happened.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_Folder
|
|
*/
|
|
extern DECLSPEC char *SDLCALL SDL_GetPath(SDL_Folder folder);
|
|
|
|
/* Ends C function definitions when using C++ */
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
|
|
#include <SDL3/SDL_close_code.h>
|
|
|
|
#endif /* SDL_filesystem_h_ */
|