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			504 lines
		
	
	
		
			21 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			504 lines
		
	
	
		
			21 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*
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|   Simple DirectMedia Layer
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|   Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
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| 
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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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| 
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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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| 
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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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| /**
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|  * # CategoryFilesystem
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|  *
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|  * SDL offers an API for examining and manipulating the system's filesystem.
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|  * This covers most things one would need to do with directories, except for
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|  * actual file I/O (which is covered by [CategoryIOStream](CategoryIOStream)
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|  * and [CategoryAsyncIO](CategoryAsyncIO) instead).
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|  *
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|  * There are functions to answer necessary path questions:
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|  *
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|  * - Where is my app's data? SDL_GetBasePath().
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|  * - Where can I safely write files? SDL_GetPrefPath().
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|  * - Where are paths like Downloads, Desktop, Music? SDL_GetUserFolder().
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|  * - What is this thing at this location? SDL_GetPathInfo().
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|  * - What items live in this folder? SDL_EnumerateDirectory().
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|  * - What items live in this folder by wildcard? SDL_GlobDirectory().
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|  * - What is my current working directory? SDL_GetCurrentDirectory().
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|  *
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|  * SDL also offers functions to manipulate the directory tree: renaming,
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|  * removing, copying files.
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|  */
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| 
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| #ifndef SDL_filesystem_h_
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| #define SDL_filesystem_h_
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| 
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| #include <SDL3/SDL_stdinc.h>
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| #include <SDL3/SDL_error.h>
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| 
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| #include <SDL3/SDL_begin_code.h>
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| 
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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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| /**
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|  * Get the directory where the application was run from.
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|  *
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|  * SDL caches the result of this call internally, but the first call to this
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|  * function is not necessarily fast, so plan accordingly.
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|  *
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|  * **macOS and iOS Specific Functionality**: If the application is in a ".app"
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|  * bundle, this function returns the Resource directory (e.g.
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|  * MyApp.app/Contents/Resources/). This behaviour can be overridden by adding
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|  * a property to the Info.plist file. Adding a string key with the name
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|  * SDL_FILESYSTEM_BASE_DIR_TYPE with a supported value will change the
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|  * behaviour.
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|  *
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|  * Supported values for the SDL_FILESYSTEM_BASE_DIR_TYPE property (Given an
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|  * application in /Applications/SDLApp/MyApp.app):
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|  *
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|  * - `resource`: bundle resource directory (the default). For example:
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|  *   `/Applications/SDLApp/MyApp.app/Contents/Resources`
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|  * - `bundle`: the Bundle directory. For example:
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|  *   `/Applications/SDLApp/MyApp.app/`
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|  * - `parent`: the containing directory of the bundle. For example:
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|  *   `/Applications/SDLApp/`
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|  *
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|  * **Nintendo 3DS Specific Functionality**: This function returns "romfs"
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|  * directory of the application as it is uncommon to store resources outside
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|  * the executable. As such it is not a writable directory.
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|  *
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|  * The returned path is guaranteed to end with a path separator ('\\' on
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|  * Windows, '/' on most other platforms).
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|  *
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|  * \returns an absolute path in UTF-8 encoding to the application data
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|  *          directory. NULL will be returned on error or when the platform
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|  *          doesn't implement this functionality, call SDL_GetError() for more
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|  *          information.
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|  *
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|  * \since This function is available since SDL 3.2.0.
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|  *
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|  * \sa SDL_GetPrefPath
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|  */
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| extern SDL_DECLSPEC const char * SDLCALL SDL_GetBasePath(void);
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| 
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| /**
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|  * 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
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|  * filesystem, create the directory if necessary, and return a string of the
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|  * absolute 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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|  *
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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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|  *
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|  * `/home/bob/.local/share/My Program Name/`
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|  *
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|  * On macOS, the string might look like:
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|  *
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|  * `/Users/bob/Library/Application Support/My Program Name/`
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|  *
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|  * You should assume the path returned by this function is the only safe place
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|  * to write files (and that SDL_GetBasePath(), while it might be writable, or
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|  * even the parent of the returned path, isn't where you should be writing
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|  * things).
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|  *
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|  * Both the org and app strings may become part of a directory name, so please
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|  * follow these rules:
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|  *
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|  * - Try to use the same org string (_including case-sensitivity_) for all
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|  *   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 they are UTF-8 encoded, but...
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|  * - ...only use letters, numbers, and spaces. Avoid punctuation like "Game
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|  *   Name 2: Bad Guy's Revenge!" ... "Game Name 2" is sufficient.
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|  *
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|  * The returned path is guaranteed to end with a path separator ('\\' on
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|  * Windows, '/' on most other platforms).
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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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|  * \returns a UTF-8 string of the user directory in platform-dependent
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|  *          notation. NULL if there's a problem (creating directory failed,
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|  *          etc.). This should be freed with SDL_free() when it is no longer
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|  *          needed.
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|  *
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|  * \since This function is available since SDL 3.2.0.
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|  *
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|  * \sa SDL_GetBasePath
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|  */
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| extern SDL_DECLSPEC char * SDLCALL SDL_GetPrefPath(const char *org, const char *app);
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| 
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| /**
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|  * The type of the OS-provided default folder for a specific purpose.
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|  *
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|  * Note that the Trash folder isn't included here, because trashing files
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|  * usually involves extra OS-specific functionality to remember the file's
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|  * original location.
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|  *
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|  * The folders supported per platform are:
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|  *
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|  * |             | Windows | macOS/iOS | tvOS | Unix (XDG) | Haiku | Emscripten |
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|  * | ----------- | ------- | --------- | ---- | ---------- | ----- | ---------- |
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|  * | HOME        | X       | X         |      | X          | X     | X          |
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|  * | DESKTOP     | X       | X         |      | X          | X     |            |
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|  * | DOCUMENTS   | X       | X         |      | X          |       |            |
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|  * | DOWNLOADS   | Vista+  | X         |      | X          |       |            |
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|  * | MUSIC       | X       | X         |      | X          |       |            |
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|  * | PICTURES    | X       | X         |      | X          |       |            |
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|  * | PUBLICSHARE |         | X         |      | X          |       |            |
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|  * | SAVEDGAMES  | Vista+  |           |      |            |       |            |
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|  * | SCREENSHOTS | Vista+  |           |      |            |       |            |
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|  * | TEMPLATES   | X       | X         |      | X          |       |            |
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|  * | VIDEOS      | X       | X*        |      | X          |       |            |
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|  *
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|  * Note that on macOS/iOS, the Videos folder is called "Movies".
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|  *
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|  * \since This enum is available since SDL 3.2.0.
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|  *
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|  * \sa SDL_GetUserFolder
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|  */
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| typedef enum SDL_Folder
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| {
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|     SDL_FOLDER_HOME,        /**< 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. */
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|     SDL_FOLDER_DESKTOP,     /**< 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. */
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|     SDL_FOLDER_DOCUMENTS,   /**< User document files, possibly application-specific. This is a good place to save a user's projects. */
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|     SDL_FOLDER_DOWNLOADS,   /**< Standard folder for user files downloaded from the internet. */
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|     SDL_FOLDER_MUSIC,       /**< Music files that can be played using a standard music player (mp3, ogg...). */
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|     SDL_FOLDER_PICTURES,    /**< Image files that can be displayed using a standard viewer (png, jpg...). */
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|     SDL_FOLDER_PUBLICSHARE, /**< Files that are meant to be shared with other users on the same computer. */
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|     SDL_FOLDER_SAVEDGAMES,  /**< Save files for games. */
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|     SDL_FOLDER_SCREENSHOTS, /**< Application screenshots. */
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|     SDL_FOLDER_TEMPLATES,   /**< 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. */
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|     SDL_FOLDER_VIDEOS,      /**< Video files that can be played using a standard video player (mp4, webm...). */
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|     SDL_FOLDER_COUNT        /**< Total number of types in this enum, not a folder type by itself. */
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| } SDL_Folder;
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| 
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| /**
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|  * Finds the most suitable user folder for a specific purpose.
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|  *
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|  * Many OSes provide certain standard folders for certain purposes, such as
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|  * storing pictures, music or videos for a certain user. This function gives
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|  * the path for many of those special locations.
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|  *
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|  * This function is specifically for _user_ folders, which are meant for the
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|  * user to access and manage. For application-specific folders, meant to hold
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|  * data for the application to manage, see SDL_GetBasePath() and
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|  * SDL_GetPrefPath().
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|  *
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|  * The returned path is guaranteed to end with a path separator ('\\' on
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|  * Windows, '/' on most other platforms).
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|  *
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|  * If NULL is returned, the error may be obtained with SDL_GetError().
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|  *
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|  * \param folder the type of folder to find.
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|  * \returns either a null-terminated C string containing the full path to the
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|  *          folder, or NULL if an error happened.
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|  *
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|  * \since This function is available since SDL 3.2.0.
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|  */
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| extern SDL_DECLSPEC const char * SDLCALL SDL_GetUserFolder(SDL_Folder folder);
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| 
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| 
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| /* Abstract filesystem interface */
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| 
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| /**
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|  * Types of filesystem entries.
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|  *
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|  * Note that there may be other sorts of items on a filesystem: devices,
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|  * symlinks, named pipes, etc. They are currently reported as
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|  * SDL_PATHTYPE_OTHER.
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|  *
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|  * \since This enum is available since SDL 3.2.0.
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|  *
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|  * \sa SDL_PathInfo
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|  */
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| typedef enum SDL_PathType
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| {
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|     SDL_PATHTYPE_NONE,      /**< path does not exist */
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|     SDL_PATHTYPE_FILE,      /**< a normal file */
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|     SDL_PATHTYPE_DIRECTORY, /**< a directory */
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|     SDL_PATHTYPE_OTHER      /**< something completely different like a device node (not a symlink, those are always followed) */
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| } SDL_PathType;
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| 
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| /**
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|  * Information about a path on the filesystem.
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|  *
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|  * \since This datatype is available since SDL 3.2.0.
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|  *
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|  * \sa SDL_GetPathInfo
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|  * \sa SDL_GetStoragePathInfo
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|  */
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| typedef struct SDL_PathInfo
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| {
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|     SDL_PathType type;      /**< the path type */
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|     Uint64 size;            /**< the file size in bytes */
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|     SDL_Time create_time;   /**< the time when the path was created */
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|     SDL_Time modify_time;   /**< the last time the path was modified */
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|     SDL_Time access_time;   /**< the last time the path was read */
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| } SDL_PathInfo;
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| 
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| /**
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|  * Flags for path matching.
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|  *
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|  * \since This datatype is available since SDL 3.2.0.
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|  *
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|  * \sa SDL_GlobDirectory
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|  * \sa SDL_GlobStorageDirectory
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|  */
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| typedef Uint32 SDL_GlobFlags;
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| 
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| #define SDL_GLOB_CASEINSENSITIVE (1u << 0)
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| 
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| /**
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|  * Create a directory, and any missing parent directories.
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|  *
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|  * This reports success if `path` already exists as a directory.
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|  *
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|  * If parent directories are missing, it will also create them. Note that if
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|  * this fails, it will not remove any parent directories it already made.
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|  *
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|  * \param path the path of the directory to create.
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|  * \returns true on success or false on failure; call SDL_GetError() for more
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|  *          information.
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|  *
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|  * \since This function is available since SDL 3.2.0.
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|  */
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| extern SDL_DECLSPEC bool SDLCALL SDL_CreateDirectory(const char *path);
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| 
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| /**
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|  * Possible results from an enumeration callback.
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|  *
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|  * \since This enum is available since SDL 3.2.0.
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|  *
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|  * \sa SDL_EnumerateDirectoryCallback
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|  */
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| typedef enum SDL_EnumerationResult
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| {
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|     SDL_ENUM_CONTINUE,   /**< Value that requests that enumeration continue. */
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|     SDL_ENUM_SUCCESS,    /**< Value that requests that enumeration stop, successfully. */
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|     SDL_ENUM_FAILURE     /**< Value that requests that enumeration stop, as a failure. */
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| } SDL_EnumerationResult;
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| 
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| /**
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|  * Callback for directory enumeration.
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|  *
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|  * Enumeration of directory entries will continue until either all entries
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|  * have been provided to the callback, or the callback has requested a stop
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|  * through its return value.
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|  *
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|  * Returning SDL_ENUM_CONTINUE will let enumeration proceed, calling the
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|  * callback with further entries. SDL_ENUM_SUCCESS and SDL_ENUM_FAILURE will
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|  * terminate the enumeration early, and dictate the return value of the
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|  * enumeration function itself.
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|  *
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|  * `dirname` is guaranteed to end with a path separator ('\\' on Windows, '/'
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|  * on most other platforms).
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|  *
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|  * \param userdata an app-controlled pointer that is passed to the callback.
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|  * \param dirname the directory that is being enumerated.
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|  * \param fname the next entry in the enumeration.
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|  * \returns how the enumeration should proceed.
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|  *
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|  * \since This datatype is available since SDL 3.2.0.
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|  *
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|  * \sa SDL_EnumerateDirectory
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|  */
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| typedef SDL_EnumerationResult (SDLCALL *SDL_EnumerateDirectoryCallback)(void *userdata, const char *dirname, const char *fname);
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| 
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| /**
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|  * Enumerate a directory through a callback function.
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|  *
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|  * This function provides every directory entry through an app-provided
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|  * callback, called once for each directory entry, until all results have been
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|  * provided or the callback returns either SDL_ENUM_SUCCESS or
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|  * SDL_ENUM_FAILURE.
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|  *
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|  * This will return false if there was a system problem in general, or if a
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|  * callback returns SDL_ENUM_FAILURE. A successful return means a callback
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|  * returned SDL_ENUM_SUCCESS to halt enumeration, or all directory entries
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|  * were enumerated.
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|  *
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|  * \param path the path of the directory to enumerate.
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|  * \param callback a function that is called for each entry in the directory.
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|  * \param userdata a pointer that is passed to `callback`.
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|  * \returns true on success or false on failure; call SDL_GetError() for more
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|  *          information.
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|  *
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|  * \since This function is available since SDL 3.2.0.
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|  */
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| extern SDL_DECLSPEC bool SDLCALL SDL_EnumerateDirectory(const char *path, SDL_EnumerateDirectoryCallback callback, void *userdata);
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| 
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| /**
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|  * Remove a file or an empty directory.
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|  *
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|  * Directories that are not empty will fail; this function will not recursely
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|  * delete directory trees.
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|  *
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|  * \param path the path to remove from the filesystem.
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|  * \returns true on success or false on failure; call SDL_GetError() for more
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|  *          information.
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|  *
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|  * \since This function is available since SDL 3.2.0.
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|  */
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| extern SDL_DECLSPEC bool SDLCALL SDL_RemovePath(const char *path);
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| 
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| /**
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|  * Rename a file or directory.
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|  *
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|  * If the file at `newpath` already exists, it will replaced.
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|  *
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|  * Note that this will not copy files across filesystems/drives/volumes, as
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|  * that is a much more complicated (and possibly time-consuming) operation.
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|  *
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|  * Which is to say, if this function fails, SDL_CopyFile() to a temporary file
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|  * in the same directory as `newpath`, then SDL_RenamePath() from the
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|  * temporary file to `newpath` and SDL_RemovePath() on `oldpath` might work
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|  * for files. Renaming a non-empty directory across filesystems is
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|  * dramatically more complex, however.
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|  *
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|  * \param oldpath the old path.
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|  * \param newpath the new path.
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|  * \returns true on success or false on failure; call SDL_GetError() for more
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|  *          information.
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|  *
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|  * \since This function is available since SDL 3.2.0.
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|  */
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| extern SDL_DECLSPEC bool SDLCALL SDL_RenamePath(const char *oldpath, const char *newpath);
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| 
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| /**
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|  * Copy a file.
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|  *
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|  * If the file at `newpath` already exists, it will be overwritten with the
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|  * contents of the file at `oldpath`.
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|  *
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|  * This function will block until the copy is complete, which might be a
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|  * significant time for large files on slow disks. On some platforms, the copy
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|  * can be handed off to the OS itself, but on others SDL might just open both
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|  * paths, and read from one and write to the other.
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|  *
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|  * Note that this is not an atomic operation! If something tries to read from
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|  * `newpath` while the copy is in progress, it will see an incomplete copy of
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|  * the data, and if the calling thread terminates (or the power goes out)
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|  * during the copy, `newpath`'s previous contents will be gone, replaced with
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|  * an incomplete copy of the data. To avoid this risk, it is recommended that
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|  * the app copy to a temporary file in the same directory as `newpath`, and if
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|  * the copy is successful, use SDL_RenamePath() to replace `newpath` with the
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|  * temporary file. This will ensure that reads of `newpath` will either see a
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|  * complete copy of the data, or it will see the pre-copy state of `newpath`.
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|  *
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|  * This function attempts to synchronize the newly-copied data to disk before
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|  * returning, if the platform allows it, so that the renaming trick will not
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|  * have a problem in a system crash or power failure, where the file could be
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|  * renamed but the contents never made it from the system file cache to the
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|  * physical disk.
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|  *
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|  * If the copy fails for any reason, the state of `newpath` is undefined. It
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|  * might be half a copy, it might be the untouched data of what was already
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|  * there, or it might be a zero-byte file, etc.
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|  *
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|  * \param oldpath the old path.
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|  * \param newpath the new path.
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|  * \returns true on success or false on failure; call SDL_GetError() for more
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|  *          information.
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|  *
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|  * \since This function is available since SDL 3.2.0.
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|  */
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| extern SDL_DECLSPEC bool SDLCALL SDL_CopyFile(const char *oldpath, const char *newpath);
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| 
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| /**
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|  * Get information about a filesystem path.
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|  *
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|  * \param path the path to query.
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|  * \param info a pointer filled in with information about the path, or NULL to
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|  *             check for the existence of a file.
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|  * \returns true on success or false if the file doesn't exist, or another
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|  *          failure; call SDL_GetError() for more information.
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|  *
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|  * \since This function is available since SDL 3.2.0.
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|  */
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| extern SDL_DECLSPEC bool SDLCALL SDL_GetPathInfo(const char *path, SDL_PathInfo *info);
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| 
 | |
| /**
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|  * Enumerate a directory tree, filtered by pattern, and return a list.
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|  *
 | |
|  * Files are filtered out if they don't match the string in `pattern`, which
 | |
|  * may contain wildcard characters '\*' (match everything) and '?' (match one
 | |
|  * character). If pattern is NULL, no filtering is done and all results are
 | |
|  * returned. Subdirectories are permitted, and are specified with a path
 | |
|  * separator of '/'. Wildcard characters '\*' and '?' never match a path
 | |
|  * separator.
 | |
|  *
 | |
|  * `flags` may be set to SDL_GLOB_CASEINSENSITIVE to make the pattern matching
 | |
|  * case-insensitive.
 | |
|  *
 | |
|  * The returned array is always NULL-terminated, for your iterating
 | |
|  * convenience, but if `count` is non-NULL, on return it will contain the
 | |
|  * number of items in the array, not counting the NULL terminator.
 | |
|  *
 | |
|  * \param path the path of the directory to enumerate.
 | |
|  * \param pattern the pattern that files in the directory must match. Can be
 | |
|  *                NULL.
 | |
|  * \param flags `SDL_GLOB_*` bitflags that affect this search.
 | |
|  * \param count on return, will be set to the number of items in the returned
 | |
|  *              array. Can be NULL.
 | |
|  * \returns an array of strings on success or NULL on failure; call
 | |
|  *          SDL_GetError() for more information. This is a single allocation
 | |
|  *          that should be freed with SDL_free() when it is no longer needed.
 | |
|  *
 | |
|  * \threadsafety It is safe to call this function from any thread.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC char ** SDLCALL SDL_GlobDirectory(const char *path, const char *pattern, SDL_GlobFlags flags, int *count);
 | |
| 
 | |
| /**
 | |
|  * Get what the system believes is the "current working directory."
 | |
|  *
 | |
|  * For systems without a concept of a current working directory, this will
 | |
|  * still attempt to provide something reasonable.
 | |
|  *
 | |
|  * SDL does not provide a means to _change_ the current working directory; for
 | |
|  * platforms without this concept, this would cause surprises with file access
 | |
|  * outside of SDL.
 | |
|  *
 | |
|  * The returned path is guaranteed to end with a path separator ('\\' on
 | |
|  * Windows, '/' on most other platforms).
 | |
|  *
 | |
|  * \returns a UTF-8 string of the current working directory in
 | |
|  *          platform-dependent notation. NULL if there's a problem. This
 | |
|  *          should be freed with SDL_free() when it is no longer needed.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC char * SDLCALL SDL_GetCurrentDirectory(void);
 | |
| 
 | |
| /* Ends C function definitions when using C++ */
 | |
| #ifdef __cplusplus
 | |
| }
 | |
| #endif
 | |
| #include <SDL3/SDL_close_code.h>
 | |
| 
 | |
| #endif /* SDL_filesystem_h_ */
 | 
