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			137 lines
		
	
	
		
			5.1 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			137 lines
		
	
	
		
			5.1 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
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  Simple DirectMedia Layer
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  Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
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  This software is provided 'as-is', without any express or implied
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  warranty.  In no event will the authors be held liable for any damages
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  arising from the use of this software.
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  Permission is granted to anyone to use this software for any purpose,
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  including commercial applications, and to alter it and redistribute it
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  freely, subject to the following restrictions:
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  1. The origin of this software must not be misrepresented; you must not
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     claim that you wrote the original software. If you use this software
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     in a product, an acknowledgment in the product documentation would be
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     appreciated but is not required.
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  2. Altered source versions must be plainly marked as such, and must not be
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     misrepresented as being the original software.
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  3. This notice may not be removed or altered from any source distribution.
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*/
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/**
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 *  \file SDL_filesystem.h
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 *
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 *  \brief Include file for filesystem SDL API functions
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 */
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#ifndef SDL_filesystem_h_
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#define SDL_filesystem_h_
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#include "SDL_stdinc.h"
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#include "begin_code.h"
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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#endif
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/**
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 * \brief Get the path where the application resides.
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 *
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 * Get the "base path". This is the directory where the application was run
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 *  from, which is probably the installation directory, and may or may not
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 *  be the process's current working directory.
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 *
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 * This returns an absolute path in UTF-8 encoding, and is guaranteed to
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 *  end with a path separator ('\\' on Windows, '/' most other places).
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 *
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 * The pointer returned by this function is owned by you. Please call
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 *  SDL_free() on the pointer when you are done with it, or it will be a
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 *  memory leak. This is not necessarily a fast call, though, so you should
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 *  call this once near startup and save the string if you need it.
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 *
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 * Some platforms can't determine the application's path, and on other
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 *  platforms, this might be meaningless. In such cases, this function will
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 *  return NULL.
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 *
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 *  \return String of base dir in UTF-8 encoding, or NULL on error.
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 *
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 * \sa SDL_GetPrefPath
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 */
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extern DECLSPEC char *SDLCALL SDL_GetBasePath(void);
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/**
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 * \brief Get the user-and-app-specific path where files can be written.
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 *
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 * Get the "pref dir". This is meant to be where users can write personal
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 *  files (preferences and save games, etc) that are specific to your
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 *  application. This directory is unique per user, per application.
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 *
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 * This function will decide the appropriate location in the native filesystem,
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 *  create the directory if necessary, and return a string of the absolute
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 *  path to the directory in UTF-8 encoding.
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 *
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 * On Windows, the string might look like:
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 *  "C:\\Users\\bob\\AppData\\Roaming\\My Company\\My Program Name\\"
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 *
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 * On Linux, the string might look like:
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 *  "/home/bob/.local/share/My Program Name/"
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 *
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 * On Mac OS X, the string might look like:
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 *  "/Users/bob/Library/Application Support/My Program Name/"
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 *
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 * (etc.)
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 *
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 * You specify the name of your organization (if it's not a real organization,
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 *  your name or an Internet domain you own might do) and the name of your
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 *  application. These should be untranslated proper names.
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 *
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 * Both the org and app strings may become part of a directory name, so
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 *  please follow these rules:
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 *
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 *    - Try to use the same org string (including case-sensitivity) for
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 *      all your applications that use this function.
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 *    - Always use a unique app string for each one, and make sure it never
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 *      changes for an app once you've decided on it.
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 *    - Unicode characters are legal, as long as it's UTF-8 encoded, but...
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 *    - ...only use letters, numbers, and spaces. Avoid punctuation like
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 *      "Game Name 2: Bad Guy's Revenge!" ... "Game Name 2" is sufficient.
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 *
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 * This returns an absolute path in UTF-8 encoding, and is guaranteed to
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 *  end with a path separator ('\\' on Windows, '/' most other places).
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 *
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 * The pointer returned by this function is owned by you. Please call
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 *  SDL_free() on the pointer when you are done with it, or it will be a
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 *  memory leak. This is not necessarily a fast call, though, so you should
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 *  call this once near startup and save the string if you need it.
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 *
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 * You should assume the path returned by this function is the only safe
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 *  place to write files (and that SDL_GetBasePath(), while it might be
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 *  writable, or even the parent of the returned path, aren't where you
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 *  should be writing things).
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 *
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 * Some platforms can't determine the pref path, and on other
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 *  platforms, this might be meaningless. In such cases, this function will
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 *  return NULL.
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 *
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 *   \param org The name of your organization.
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 *   \param app The name of your application.
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 *  \return UTF-8 string of user dir in platform-dependent notation. NULL
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 *          if there's a problem (creating directory failed, etc).
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 *
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 * \sa SDL_GetBasePath
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 */
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extern DECLSPEC char *SDLCALL SDL_GetPrefPath(const char *org, const char *app);
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/* Ends C function definitions when using C++ */
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#ifdef __cplusplus
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}
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#endif
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#include "close_code.h"
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#endif /* SDL_filesystem_h_ */
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/* vi: set ts=4 sw=4 expandtab: */
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