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1
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1 /*
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2 Simple DirectMedia Layer
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3 Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
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4
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5 This software is provided 'as-is', without any express or implied
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6 warranty. In no event will the authors be held liable for any damages
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7 arising from the use of this software.
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8
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9 Permission is granted to anyone to use this software for any purpose,
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10 including commercial applications, and to alter it and redistribute it
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11 freely, subject to the following restrictions:
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12
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13 1. The origin of this software must not be misrepresented; you must not
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14 claim that you wrote the original software. If you use this software
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15 in a product, an acknowledgment in the product documentation would be
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16 appreciated but is not required.
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17 2. Altered source versions must be plainly marked as such, and must not be
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18 misrepresented as being the original software.
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19 3. This notice may not be removed or altered from any source distribution.
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20 */
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21
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22 /**
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23 * # CategoryFilesystem
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24 *
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25 * SDL offers an API for examining and manipulating the system's filesystem.
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26 * This covers most things one would need to do with directories, except for
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27 * actual file I/O (which is covered by [CategoryIOStream](CategoryIOStream)
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28 * and [CategoryAsyncIO](CategoryAsyncIO) instead).
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29 *
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30 * There are functions to answer necessary path questions:
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31 *
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32 * - Where is my app's data? SDL_GetBasePath().
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33 * - Where can I safely write files? SDL_GetPrefPath().
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34 * - Where are paths like Downloads, Desktop, Music? SDL_GetUserFolder().
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35 * - What is this thing at this location? SDL_GetPathInfo().
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36 * - What items live in this folder? SDL_EnumerateDirectory().
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37 * - What items live in this folder by wildcard? SDL_GlobDirectory().
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38 * - What is my current working directory? SDL_GetCurrentDirectory().
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39 *
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40 * SDL also offers functions to manipulate the directory tree: renaming,
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41 * removing, copying files.
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42 */
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43
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44 #ifndef SDL_filesystem_h_
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45 #define SDL_filesystem_h_
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46
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47 #include <SDL3/SDL_stdinc.h>
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48 #include <SDL3/SDL_error.h>
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49
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50 #include <SDL3/SDL_begin_code.h>
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51
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52 /* Set up for C function definitions, even when using C++ */
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53 #ifdef __cplusplus
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54 extern "C" {
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55 #endif
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56
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57 /**
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58 * Get the directory where the application was run from.
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59 *
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60 * SDL caches the result of this call internally, but the first call to this
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61 * function is not necessarily fast, so plan accordingly.
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62 *
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63 * **macOS and iOS Specific Functionality**: If the application is in a ".app"
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64 * bundle, this function returns the Resource directory (e.g.
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65 * MyApp.app/Contents/Resources/). This behaviour can be overridden by adding
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66 * a property to the Info.plist file. Adding a string key with the name
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67 * SDL_FILESYSTEM_BASE_DIR_TYPE with a supported value will change the
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68 * behaviour.
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69 *
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70 * Supported values for the SDL_FILESYSTEM_BASE_DIR_TYPE property (Given an
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71 * application in /Applications/SDLApp/MyApp.app):
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72 *
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73 * - `resource`: bundle resource directory (the default). For example:
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74 * `/Applications/SDLApp/MyApp.app/Contents/Resources`
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75 * - `bundle`: the Bundle directory. For example:
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76 * `/Applications/SDLApp/MyApp.app/`
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77 * - `parent`: the containing directory of the bundle. For example:
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78 * `/Applications/SDLApp/`
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79 *
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80 * **Android Specific Functionality**: This function returns "./", which
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81 * allows filesystem operations to use internal storage and the asset system.
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82 *
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83 * **Nintendo 3DS Specific Functionality**: This function returns "romfs"
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84 * directory of the application as it is uncommon to store resources outside
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85 * the executable. As such it is not a writable directory.
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86 *
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87 * The returned path is guaranteed to end with a path separator ('\\' on
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88 * Windows, '/' on most other platforms).
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89 *
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90 * \returns an absolute path in UTF-8 encoding to the application data
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91 * directory. NULL will be returned on error or when the platform
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92 * doesn't implement this functionality, call SDL_GetError() for more
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93 * information.
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94 *
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95 * \threadsafety It is safe to call this function from any thread.
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96 *
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97 * \since This function is available since SDL 3.2.0.
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98 *
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99 * \sa SDL_GetPrefPath
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100 */
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101 extern SDL_DECLSPEC const char * SDLCALL SDL_GetBasePath(void);
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102
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103 /**
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104 * Get the user-and-app-specific path where files can be written.
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105 *
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106 * Get the "pref dir". This is meant to be where users can write personal
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107 * files (preferences and save games, etc) that are specific to your
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108 * application. This directory is unique per user, per application.
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109 *
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110 * This function will decide the appropriate location in the native
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111 * filesystem, create the directory if necessary, and return a string of the
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112 * absolute path to the directory in UTF-8 encoding.
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113 *
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114 * On Windows, the string might look like:
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115 *
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116 * `C:\\Users\\bob\\AppData\\Roaming\\My Company\\My Program Name\\`
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117 *
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118 * On Linux, the string might look like:
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119 *
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120 * `/home/bob/.local/share/My Program Name/`
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121 *
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122 * On macOS, the string might look like:
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123 *
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124 * `/Users/bob/Library/Application Support/My Program Name/`
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125 *
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126 * You should assume the path returned by this function is the only safe place
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127 * to write files (and that SDL_GetBasePath(), while it might be writable, or
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128 * even the parent of the returned path, isn't where you should be writing
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129 * things).
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130 *
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131 * Both the org and app strings may become part of a directory name, so please
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132 * follow these rules:
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133 *
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134 * - Try to use the same org string (_including case-sensitivity_) for all
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135 * your applications that use this function.
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136 * - Always use a unique app string for each one, and make sure it never
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137 * changes for an app once you've decided on it.
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138 * - Unicode characters are legal, as long as they are UTF-8 encoded, but...
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139 * - ...only use letters, numbers, and spaces. Avoid punctuation like "Game
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140 * Name 2: Bad Guy's Revenge!" ... "Game Name 2" is sufficient.
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141 *
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142 * Due to historical mistakes, `org` is allowed to be NULL or "". In such
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143 * cases, SDL will omit the org subdirectory, including on platforms where it
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144 * shouldn't, and including on platforms where this would make your app fail
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145 * certification for an app store. New apps should definitely specify a real
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146 * string for `org`.
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147 *
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148 * The returned path is guaranteed to end with a path separator ('\\' on
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149 * Windows, '/' on most other platforms).
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150 *
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151 * \param org the name of your organization.
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152 * \param app the name of your application.
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153 * \returns a UTF-8 string of the user directory in platform-dependent
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154 * notation. NULL if there's a problem (creating directory failed,
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155 * etc.). This should be freed with SDL_free() when it is no longer
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156 * needed.
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157 *
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158 * \threadsafety It is safe to call this function from any thread.
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159 *
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160 * \since This function is available since SDL 3.2.0.
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161 *
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162 * \sa SDL_GetBasePath
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163 */
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164 extern SDL_DECLSPEC char * SDLCALL SDL_GetPrefPath(const char *org, const char *app);
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165
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166 /**
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167 * The type of the OS-provided default folder for a specific purpose.
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168 *
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169 * Note that the Trash folder isn't included here, because trashing files
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170 * usually involves extra OS-specific functionality to remember the file's
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171 * original location.
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172 *
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173 * The folders supported per platform are:
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174 *
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175 * | | Windows | macOS/iOS | tvOS | Unix (XDG) | Haiku | Emscripten |
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176 * | ----------- | ------- | --------- | ---- | ---------- | ----- | ---------- |
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177 * | HOME | X | X | | X | X | X |
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178 * | DESKTOP | X | X | | X | X | |
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179 * | DOCUMENTS | X | X | | X | | |
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180 * | DOWNLOADS | Vista+ | X | | X | | |
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181 * | MUSIC | X | X | | X | | |
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182 * | PICTURES | X | X | | X | | |
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183 * | PUBLICSHARE | | X | | X | | |
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184 * | SAVEDGAMES | Vista+ | | | | | |
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185 * | SCREENSHOTS | Vista+ | | | | | |
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186 * | TEMPLATES | X | X | | X | | |
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187 * | VIDEOS | X | X* | | X | | |
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188 *
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189 * Note that on macOS/iOS, the Videos folder is called "Movies".
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190 *
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191 * \since This enum is available since SDL 3.2.0.
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192 *
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193 * \sa SDL_GetUserFolder
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194 */
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195 typedef enum SDL_Folder
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196 {
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197 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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198 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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199 SDL_FOLDER_DOCUMENTS, /**< User document files, possibly application-specific. This is a good place to save a user's projects. */
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200 SDL_FOLDER_DOWNLOADS, /**< Standard folder for user files downloaded from the internet. */
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201 SDL_FOLDER_MUSIC, /**< Music files that can be played using a standard music player (mp3, ogg...). */
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202 SDL_FOLDER_PICTURES, /**< Image files that can be displayed using a standard viewer (png, jpg...). */
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203 SDL_FOLDER_PUBLICSHARE, /**< Files that are meant to be shared with other users on the same computer. */
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204 SDL_FOLDER_SAVEDGAMES, /**< Save files for games. */
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205 SDL_FOLDER_SCREENSHOTS, /**< Application screenshots. */
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206 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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207 SDL_FOLDER_VIDEOS, /**< Video files that can be played using a standard video player (mp4, webm...). */
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208 SDL_FOLDER_COUNT /**< Total number of types in this enum, not a folder type by itself. */
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209 } SDL_Folder;
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210
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211 /**
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212 * Finds the most suitable user folder for a specific purpose.
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213 *
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214 * Many OSes provide certain standard folders for certain purposes, such as
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215 * storing pictures, music or videos for a certain user. This function gives
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216 * the path for many of those special locations.
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217 *
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218 * This function is specifically for _user_ folders, which are meant for the
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219 * user to access and manage. For application-specific folders, meant to hold
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220 * data for the application to manage, see SDL_GetBasePath() and
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221 * SDL_GetPrefPath().
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222 *
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223 * The returned path is guaranteed to end with a path separator ('\\' on
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224 * Windows, '/' on most other platforms).
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225 *
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226 * If NULL is returned, the error may be obtained with SDL_GetError().
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227 *
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228 * \param folder the type of folder to find.
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229 * \returns either a null-terminated C string containing the full path to the
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230 * folder, or NULL if an error happened.
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231 *
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232 * \threadsafety It is safe to call this function from any thread.
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233 *
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234 * \since This function is available since SDL 3.2.0.
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235 */
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236 extern SDL_DECLSPEC const char * SDLCALL SDL_GetUserFolder(SDL_Folder folder);
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237
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238
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239 /* Abstract filesystem interface */
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240
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241 /**
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242 * Types of filesystem entries.
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243 *
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244 * Note that there may be other sorts of items on a filesystem: devices,
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245 * symlinks, named pipes, etc. They are currently reported as
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246 * SDL_PATHTYPE_OTHER.
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247 *
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248 * \since This enum is available since SDL 3.2.0.
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249 *
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250 * \sa SDL_PathInfo
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251 */
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252 typedef enum SDL_PathType
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253 {
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254 SDL_PATHTYPE_NONE, /**< path does not exist */
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255 SDL_PATHTYPE_FILE, /**< a normal file */
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256 SDL_PATHTYPE_DIRECTORY, /**< a directory */
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257 SDL_PATHTYPE_OTHER /**< something completely different like a device node (not a symlink, those are always followed) */
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258 } SDL_PathType;
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259
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260 /**
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261 * Information about a path on the filesystem.
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262 *
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263 * \since This datatype is available since SDL 3.2.0.
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264 *
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265 * \sa SDL_GetPathInfo
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266 * \sa SDL_GetStoragePathInfo
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267 */
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268 typedef struct SDL_PathInfo
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269 {
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270 SDL_PathType type; /**< the path type */
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271 Uint64 size; /**< the file size in bytes */
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272 SDL_Time create_time; /**< the time when the path was created */
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273 SDL_Time modify_time; /**< the last time the path was modified */
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274 SDL_Time access_time; /**< the last time the path was read */
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275 } SDL_PathInfo;
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276
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277 /**
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278 * Flags for path matching.
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279 *
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280 * \since This datatype is available since SDL 3.2.0.
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281 *
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282 * \sa SDL_GlobDirectory
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283 * \sa SDL_GlobStorageDirectory
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284 */
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285 typedef Uint32 SDL_GlobFlags;
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286
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287 #define SDL_GLOB_CASEINSENSITIVE (1u << 0)
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288
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289 /**
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290 * Create a directory, and any missing parent directories.
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291 *
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292 * This reports success if `path` already exists as a directory.
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293 *
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294 * If parent directories are missing, it will also create them. Note that if
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295 * this fails, it will not remove any parent directories it already made.
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296 *
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297 * \param path the path of the directory to create.
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298 * \returns true on success or false on failure; call SDL_GetError() for more
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299 * information.
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300 *
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301 * \threadsafety It is safe to call this function from any thread.
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302 *
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303 * \since This function is available since SDL 3.2.0.
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304 */
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305 extern SDL_DECLSPEC bool SDLCALL SDL_CreateDirectory(const char *path);
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306
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307 /**
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308 * Possible results from an enumeration callback.
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309 *
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310 * \since This enum is available since SDL 3.2.0.
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311 *
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312 * \sa SDL_EnumerateDirectoryCallback
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313 */
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314 typedef enum SDL_EnumerationResult
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315 {
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316 SDL_ENUM_CONTINUE, /**< Value that requests that enumeration continue. */
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317 SDL_ENUM_SUCCESS, /**< Value that requests that enumeration stop, successfully. */
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318 SDL_ENUM_FAILURE /**< Value that requests that enumeration stop, as a failure. */
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319 } SDL_EnumerationResult;
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320
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321 /**
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322 * Callback for directory enumeration.
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323 *
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324 * Enumeration of directory entries will continue until either all entries
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325 * have been provided to the callback, or the callback has requested a stop
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326 * through its return value.
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327 *
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328 * Returning SDL_ENUM_CONTINUE will let enumeration proceed, calling the
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329 * callback with further entries. SDL_ENUM_SUCCESS and SDL_ENUM_FAILURE will
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330 * terminate the enumeration early, and dictate the return value of the
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331 * enumeration function itself.
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332 *
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333 * `dirname` is guaranteed to end with a path separator ('\\' on Windows, '/'
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334 * on most other platforms).
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335 *
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336 * \param userdata an app-controlled pointer that is passed to the callback.
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337 * \param dirname the directory that is being enumerated.
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338 * \param fname the next entry in the enumeration.
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339 * \returns how the enumeration should proceed.
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340 *
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341 * \since This datatype is available since SDL 3.2.0.
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342 *
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343 * \sa SDL_EnumerateDirectory
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344 */
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345 typedef SDL_EnumerationResult (SDLCALL *SDL_EnumerateDirectoryCallback)(void *userdata, const char *dirname, const char *fname);
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346
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347 /**
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348 * Enumerate a directory through a callback function.
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349 *
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350 * This function provides every directory entry through an app-provided
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351 * callback, called once for each directory entry, until all results have been
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352 * provided or the callback returns either SDL_ENUM_SUCCESS or
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353 * SDL_ENUM_FAILURE.
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354 *
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355 * This will return false if there was a system problem in general, or if a
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356 * callback returns SDL_ENUM_FAILURE. A successful return means a callback
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357 * returned SDL_ENUM_SUCCESS to halt enumeration, or all directory entries
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358 * were enumerated.
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359 *
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360 * \param path the path of the directory to enumerate.
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361 * \param callback a function that is called for each entry in the directory.
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362 * \param userdata a pointer that is passed to `callback`.
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363 * \returns true on success or false on failure; call SDL_GetError() for more
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364 * information.
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365 *
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366 * \threadsafety It is safe to call this function from any thread.
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367 *
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368 * \since This function is available since SDL 3.2.0.
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369 */
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370 extern SDL_DECLSPEC bool SDLCALL SDL_EnumerateDirectory(const char *path, SDL_EnumerateDirectoryCallback callback, void *userdata);
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371
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372 /**
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373 * Remove a file or an empty directory.
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374 *
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375 * Directories that are not empty will fail; this function will not recursely
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376 * delete directory trees.
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377 *
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378 * \param path the path to remove from the filesystem.
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379 * \returns true on success or false on failure; call SDL_GetError() for more
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380 * information.
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381 *
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382 * \threadsafety It is safe to call this function from any thread.
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383 *
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384 * \since This function is available since SDL 3.2.0.
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385 */
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386 extern SDL_DECLSPEC bool SDLCALL SDL_RemovePath(const char *path);
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387
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388 /**
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389 * Rename a file or directory.
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390 *
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391 * If the file at `newpath` already exists, it will be replaced.
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392 *
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393 * Note that this will not copy files across filesystems/drives/volumes, as
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394 * that is a much more complicated (and possibly time-consuming) operation.
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395 *
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396 * Which is to say, if this function fails, SDL_CopyFile() to a temporary file
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397 * in the same directory as `newpath`, then SDL_RenamePath() from the
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398 * temporary file to `newpath` and SDL_RemovePath() on `oldpath` might work
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399 * for files. Renaming a non-empty directory across filesystems is
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400 * dramatically more complex, however.
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401 *
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402 * \param oldpath the old path.
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403 * \param newpath the new path.
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404 * \returns true on success or false on failure; call SDL_GetError() for more
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405 * information.
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406 *
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407 * \threadsafety It is safe to call this function from any thread.
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408 *
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409 * \since This function is available since SDL 3.2.0.
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410 */
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411 extern SDL_DECLSPEC bool SDLCALL SDL_RenamePath(const char *oldpath, const char *newpath);
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412
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413 /**
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414 * Copy a file.
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415 *
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416 * If the file at `newpath` already exists, it will be overwritten with the
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417 * contents of the file at `oldpath`.
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418 *
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419 * This function will block until the copy is complete, which might be a
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420 * significant time for large files on slow disks. On some platforms, the copy
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421 * can be handed off to the OS itself, but on others SDL might just open both
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422 * paths, and read from one and write to the other.
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423 *
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424 * Note that this is not an atomic operation! If something tries to read from
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425 * `newpath` while the copy is in progress, it will see an incomplete copy of
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426 * the data, and if the calling thread terminates (or the power goes out)
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427 * during the copy, `newpath`'s previous contents will be gone, replaced with
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428 * an incomplete copy of the data. To avoid this risk, it is recommended that
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429 * the app copy to a temporary file in the same directory as `newpath`, and if
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430 * the copy is successful, use SDL_RenamePath() to replace `newpath` with the
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431 * temporary file. This will ensure that reads of `newpath` will either see a
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432 * complete copy of the data, or it will see the pre-copy state of `newpath`.
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433 *
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434 * This function attempts to synchronize the newly-copied data to disk before
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435 * returning, if the platform allows it, so that the renaming trick will not
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436 * have a problem in a system crash or power failure, where the file could be
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437 * renamed but the contents never made it from the system file cache to the
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438 * physical disk.
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439 *
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440 * If the copy fails for any reason, the state of `newpath` is undefined. It
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441 * might be half a copy, it might be the untouched data of what was already
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442 * there, or it might be a zero-byte file, etc.
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443 *
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444 * \param oldpath the old path.
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445 * \param newpath the new path.
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446 * \returns true on success or false on failure; call SDL_GetError() for more
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447 * information.
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448 *
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449 * \threadsafety It is safe to call this function from any thread, but this
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450 * operation is not atomic, so the app might need to protect
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451 * access to specific paths from other threads if appropriate.
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452 *
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453 * \since This function is available since SDL 3.2.0.
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454 */
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455 extern SDL_DECLSPEC bool SDLCALL SDL_CopyFile(const char *oldpath, const char *newpath);
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456
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457 /**
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458 * Get information about a filesystem path.
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459 *
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460 * \param path the path to query.
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461 * \param info a pointer filled in with information about the path, or NULL to
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462 * check for the existence of a file.
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463 * \returns true on success or false if the file doesn't exist, or another
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464 * failure; call SDL_GetError() for more information.
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465 *
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466 * \threadsafety It is safe to call this function from any thread.
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467 *
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468 * \since This function is available since SDL 3.2.0.
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469 */
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470 extern SDL_DECLSPEC bool SDLCALL SDL_GetPathInfo(const char *path, SDL_PathInfo *info);
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471
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472 /**
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473 * Enumerate a directory tree, filtered by pattern, and return a list.
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474 *
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475 * Files are filtered out if they don't match the string in `pattern`, which
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476 * may contain wildcard characters `*` (match everything) and `?` (match one
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477 * character). If pattern is NULL, no filtering is done and all results are
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478 * returned. Subdirectories are permitted, and are specified with a path
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479 * separator of `/`. Wildcard characters `*` and `?` never match a path
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480 * separator.
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481 *
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482 * `flags` may be set to SDL_GLOB_CASEINSENSITIVE to make the pattern matching
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483 * case-insensitive.
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484 *
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485 * The returned array is always NULL-terminated, for your iterating
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486 * convenience, but if `count` is non-NULL, on return it will contain the
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487 * number of items in the array, not counting the NULL terminator.
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488 *
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489 * \param path the path of the directory to enumerate.
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490 * \param pattern the pattern that files in the directory must match. Can be
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491 * NULL.
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492 * \param flags `SDL_GLOB_*` bitflags that affect this search.
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493 * \param count on return, will be set to the number of items in the returned
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494 * array. Can be NULL.
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495 * \returns an array of strings on success or NULL on failure; call
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496 * SDL_GetError() for more information. This is a single allocation
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497 * that should be freed with SDL_free() when it is no longer needed.
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498 *
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499 * \threadsafety It is safe to call this function from any thread.
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500 *
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501 * \since This function is available since SDL 3.2.0.
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502 */
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503 extern SDL_DECLSPEC char ** SDLCALL SDL_GlobDirectory(const char *path, const char *pattern, SDL_GlobFlags flags, int *count);
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504
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505 /**
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506 * Get what the system believes is the "current working directory."
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507 *
|
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508 * For systems without a concept of a current working directory, this will
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509 * still attempt to provide something reasonable.
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510 *
|
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511 * SDL does not provide a means to _change_ the current working directory; for
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512 * platforms without this concept, this would cause surprises with file access
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513 * outside of SDL.
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514 *
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515 * The returned path is guaranteed to end with a path separator ('\\' on
|
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516 * Windows, '/' on most other platforms).
|
|
|
517 *
|
|
|
518 * \returns a UTF-8 string of the current working directory in
|
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|
519 * platform-dependent notation. NULL if there's a problem. This
|
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|
520 * should be freed with SDL_free() when it is no longer needed.
|
|
|
521 *
|
|
|
522 * \threadsafety It is safe to call this function from any thread.
|
|
|
523 *
|
|
|
524 * \since This function is available since SDL 3.2.0.
|
|
|
525 */
|
|
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526 extern SDL_DECLSPEC char * SDLCALL SDL_GetCurrentDirectory(void);
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527
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528 /* Ends C function definitions when using C++ */
|
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529 #ifdef __cplusplus
|
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|
530 }
|
|
|
531 #endif
|
|
|
532 #include <SDL3/SDL_close_code.h>
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533
|
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|
534 #endif /* SDL_filesystem_h_ */
|