1 /* 2 Simple DirectMedia Layer 3 Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org> 4 5 This software is provided 'as-is', without any express or implied 6 warranty. In no event will the authors be held liable for any damages 7 arising from the use of this software. 8 9 Permission is granted to anyone to use this software for any purpose, 10 including commercial applications, and to alter it and redistribute it 11 freely, subject to the following restrictions: 12 13 1. The origin of this software must not be misrepresented; you must not 14 claim that you wrote the original software. If you use this software 15 in a product, an acknowledgment in the product documentation would be 16 appreciated but is not required. 17 2. Altered source versions must be plainly marked as such, and must not be 18 misrepresented as being the original software. 19 3. This notice may not be removed or altered from any source distribution. 20 */ 21 22 /** 23 * # CategoryFilesystem 24 * 25 * Include file for filesystem SDL API functions 26 */ 27 28 #ifndef SDL_filesystem_h_ 29 #define SDL_filesystem_h_ 30 31 #include "SDL_stdinc.h" 32 33 #include "begin_code.h" 34 35 /* Set up for C function definitions, even when using C++ */ 36 #ifdef __cplusplus 37 extern "C" { 38 #endif 39 40 /** 41 * Get the directory where the application was run from. 42 * 43 * This is not necessarily a fast call, so you should call this once near 44 * startup and save the string if you need it. 45 * 46 * **Mac OS X and iOS Specific Functionality**: If the application is in a 47 * ".app" bundle, this function returns the Resource directory (e.g. 48 * MyApp.app/Contents/Resources/). This behaviour can be overridden by adding 49 * a property to the Info.plist file. Adding a string key with the name 50 * SDL_FILESYSTEM_BASE_DIR_TYPE with a supported value will change the 51 * behaviour. 52 * 53 * Supported values for the SDL_FILESYSTEM_BASE_DIR_TYPE property (Given an 54 * application in /Applications/SDLApp/MyApp.app): 55 * 56 * - `resource`: bundle resource directory (the default). For example: 57 * `/Applications/SDLApp/MyApp.app/Contents/Resources` 58 * - `bundle`: the Bundle directory. For example: 59 * `/Applications/SDLApp/MyApp.app/` 60 * - `parent`: the containing directory of the bundle. For example: 61 * `/Applications/SDLApp/` 62 * 63 * **Nintendo 3DS Specific Functionality**: This function returns "romfs" 64 * directory of the application as it is uncommon to store resources outside 65 * the executable. As such it is not a writable directory. 66 * 67 * The returned path is guaranteed to end with a path separator ('\\' on 68 * Windows, '/' on most other platforms). 69 * 70 * The pointer returned is owned by the caller. Please call SDL_free() on the 71 * pointer when done with it. 72 * 73 * \returns an absolute path in UTF-8 encoding to the application data 74 * directory. NULL will be returned on error or when the platform 75 * doesn't implement this functionality, call SDL_GetError() for more 76 * information. 77 * 78 * \since This function is available since SDL 2.0.1. 79 * 80 * \sa SDL_GetPrefPath 81 */ 82 extern DECLSPEC char *SDLCALL SDL_GetBasePath(void); 83 84 /** 85 * Get the user-and-app-specific path where files can be written. 86 * 87 * Get the "pref dir". This is meant to be where users can write personal 88 * files (preferences and save games, etc) that are specific to your 89 * application. This directory is unique per user, per application. 90 * 91 * This function will decide the appropriate location in the native 92 * filesystem, create the directory if necessary, and return a string of the 93 * absolute path to the directory in UTF-8 encoding. 94 * 95 * On Windows, the string might look like: 96 * 97 * `C:\\Users\\bob\\AppData\\Roaming\\My Company\\My Program Name\\` 98 * 99 * On Linux, the string might look like: 100 * 101 * `/home/bob/.local/share/My Program Name/` 102 * 103 * On Mac OS X, the string might look like: 104 * 105 * `/Users/bob/Library/Application Support/My Program Name/` 106 * 107 * You should assume the path returned by this function is the only safe place 108 * to write files (and that SDL_GetBasePath(), while it might be writable, or 109 * even the parent of the returned path, isn't where you should be writing 110 * things). 111 * 112 * Both the org and app strings may become part of a directory name, so please 113 * follow these rules: 114 * 115 * - Try to use the same org string (_including case-sensitivity_) for all 116 * your applications that use this function. 117 * - Always use a unique app string for each one, and make sure it never 118 * changes for an app once you've decided on it. 119 * - Unicode characters are legal, as long as it's UTF-8 encoded, but... 120 * - ...only use letters, numbers, and spaces. Avoid punctuation like "Game 121 * Name 2: Bad Guy's Revenge!" ... "Game Name 2" is sufficient. 122 * 123 * The returned path is guaranteed to end with a path separator ('\\' on 124 * Windows, '/' on most other platforms). 125 * 126 * The pointer returned is owned by the caller. Please call SDL_free() on the 127 * pointer when done with it. 128 * 129 * \param org the name of your organization. 130 * \param app the name of your application. 131 * \returns a UTF-8 string of the user directory in platform-dependent 132 * notation. NULL if there's a problem (creating directory failed, 133 * etc.). 134 * 135 * \since This function is available since SDL 2.0.1. 136 * 137 * \sa SDL_GetBasePath 138 */ 139 extern DECLSPEC char *SDLCALL SDL_GetPrefPath(const char *org, const char *app); 140 141 /* Ends C function definitions when using C++ */ 142 #ifdef __cplusplus 143 } 144 #endif 145 #include "close_code.h" 146 147 #endif /* SDL_filesystem_h_ */ 148 149 /* vi: set ts=4 sw=4 expandtab: */