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- /*
- Simple DirectMedia Layer
- Copyright (C) 1997-2023 Sam Lantinga <[email protected]>
- 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.
- *
- * \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. Supported on Windows, macOS and
- Unix with XDG. */
- 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. Supported on Windows, macOS and
- Unix with XDG. */
- SDL_FOLDER_DESKTOP,
- /** General document files, possibly application-specific. This is a good
- place to save a user's projects. Supported on Windows, macOS and Unix
- with XDG. */
- SDL_FOLDER_DOCUMENTS,
- /** Generic landing folder for files downloaded from the internet. Supported
- on Windows Vista and later, macOS and Unix with XDG. */
- SDL_FOLDER_DOWNLOADS,
- /** Music files that can be played using a standard music player (mp3,
- ogg...). Supported on Windows, macOS and Unix with XDG. */
- SDL_FOLDER_MUSIC,
- /** Image files that can be displayed using a standard viewer (png,
- jpg...). Supported on Windows, macOS and Unix with XDG. */
- SDL_FOLDER_PICTURES,
- /** Files that are meant to be shared with other users on the same
- computer. Supported on macOS and Unix with XDG. */
- SDL_FOLDER_PUBLICSHARE,
- /** Save files for games. Supported on Windows Vista and later. */
- SDL_FOLDER_SAVEDGAMES,
- /** Application screenshots. Supported on Windows Vista and later. */
- 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. Supported on Windows, macOS and Unix with XDG. */
- SDL_FOLDER_TEMPLATES,
- /** Video files that can be played using a standard video player (mp4,
- webm...). On macOS, this is the "Movies" folder. Supported on Windows,
- macOS and Unix with XDG. */
- 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().
- *
- * \returns Either a null-terminated C string containing the full path to the
- * folder, or NULL if an error happened.
- *
- * \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_ */
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