diff SDL3/SDL_filesystem.h @ 1:20d02a178406 default tip

*: check in everything else yay
author Paper <paper@tflc.us>
date Mon, 05 Jan 2026 02:15:46 -0500
parents
children
line wrap: on
line diff
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/SDL3/SDL_filesystem.h	Mon Jan 05 02:15:46 2026 -0500
@@ -0,0 +1,534 @@
+/*
+  Simple DirectMedia Layer
+  Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
+
+  This software is provided 'as-is', without any express or implied
+  warranty.  In no event will the authors be held liable for any damages
+  arising from the use of this software.
+
+  Permission is granted to anyone to use this software for any purpose,
+  including commercial applications, and to alter it and redistribute it
+  freely, subject to the following restrictions:
+
+  1. The origin of this software must not be misrepresented; you must not
+     claim that you wrote the original software. If you use this software
+     in a product, an acknowledgment in the product documentation would be
+     appreciated but is not required.
+  2. Altered source versions must be plainly marked as such, and must not be
+     misrepresented as being the original software.
+  3. This notice may not be removed or altered from any source distribution.
+*/
+
+/**
+ * # CategoryFilesystem
+ *
+ * SDL offers an API for examining and manipulating the system's filesystem.
+ * This covers most things one would need to do with directories, except for
+ * actual file I/O (which is covered by [CategoryIOStream](CategoryIOStream)
+ * and [CategoryAsyncIO](CategoryAsyncIO) instead).
+ *
+ * There are functions to answer necessary path questions:
+ *
+ * - Where is my app's data? SDL_GetBasePath().
+ * - Where can I safely write files? SDL_GetPrefPath().
+ * - Where are paths like Downloads, Desktop, Music? SDL_GetUserFolder().
+ * - What is this thing at this location? SDL_GetPathInfo().
+ * - What items live in this folder? SDL_EnumerateDirectory().
+ * - What items live in this folder by wildcard? SDL_GlobDirectory().
+ * - What is my current working directory? SDL_GetCurrentDirectory().
+ *
+ * SDL also offers functions to manipulate the directory tree: renaming,
+ * removing, copying files.
+ */
+
+#ifndef SDL_filesystem_h_
+#define SDL_filesystem_h_
+
+#include <SDL3/SDL_stdinc.h>
+#include <SDL3/SDL_error.h>
+
+#include <SDL3/SDL_begin_code.h>
+
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/**
+ * Get the directory where the application was run from.
+ *
+ * SDL caches the result of this call internally, but the first call to this
+ * function is not necessarily fast, so plan accordingly.
+ *
+ * **macOS and iOS Specific Functionality**: If the application is in a ".app"
+ * bundle, this function returns the Resource directory (e.g.
+ * MyApp.app/Contents/Resources/). This behaviour can be overridden by adding
+ * a property to the Info.plist file. Adding a string key with the name
+ * SDL_FILESYSTEM_BASE_DIR_TYPE with a supported value will change the
+ * behaviour.
+ *
+ * Supported values for the SDL_FILESYSTEM_BASE_DIR_TYPE property (Given an
+ * application in /Applications/SDLApp/MyApp.app):
+ *
+ * - `resource`: bundle resource directory (the default). For example:
+ *   `/Applications/SDLApp/MyApp.app/Contents/Resources`
+ * - `bundle`: the Bundle directory. For example:
+ *   `/Applications/SDLApp/MyApp.app/`
+ * - `parent`: the containing directory of the bundle. For example:
+ *   `/Applications/SDLApp/`
+ *
+ * **Android Specific Functionality**: This function returns "./", which
+ * allows filesystem operations to use internal storage and the asset system.
+ *
+ * **Nintendo 3DS Specific Functionality**: This function returns "romfs"
+ * directory of the application as it is uncommon to store resources outside
+ * the executable. As such it is not a writable directory.
+ *
+ * The returned path is guaranteed to end with a path separator ('\\' on
+ * Windows, '/' on most other platforms).
+ *
+ * \returns an absolute path in UTF-8 encoding to the application data
+ *          directory. NULL will be returned on error or when the platform
+ *          doesn't implement this functionality, call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetPrefPath
+ */
+extern SDL_DECLSPEC const char * SDLCALL SDL_GetBasePath(void);
+
+/**
+ * Get the user-and-app-specific path where files can be written.
+ *
+ * Get the "pref dir". This is meant to be where users can write personal
+ * files (preferences and save games, etc) that are specific to your
+ * application. This directory is unique per user, per application.
+ *
+ * This function will decide the appropriate location in the native
+ * filesystem, create the directory if necessary, and return a string of the
+ * absolute path to the directory in UTF-8 encoding.
+ *
+ * On Windows, the string might look like:
+ *
+ * `C:\\Users\\bob\\AppData\\Roaming\\My Company\\My Program Name\\`
+ *
+ * On Linux, the string might look like:
+ *
+ * `/home/bob/.local/share/My Program Name/`
+ *
+ * On macOS, the string might look like:
+ *
+ * `/Users/bob/Library/Application Support/My Program Name/`
+ *
+ * You should assume the path returned by this function is the only safe place
+ * to write files (and that SDL_GetBasePath(), while it might be writable, or
+ * even the parent of the returned path, isn't where you should be writing
+ * things).
+ *
+ * Both the org and app strings may become part of a directory name, so please
+ * follow these rules:
+ *
+ * - Try to use the same org string (_including case-sensitivity_) for all
+ *   your applications that use this function.
+ * - Always use a unique app string for each one, and make sure it never
+ *   changes for an app once you've decided on it.
+ * - Unicode characters are legal, as long as they are UTF-8 encoded, but...
+ * - ...only use letters, numbers, and spaces. Avoid punctuation like "Game
+ *   Name 2: Bad Guy's Revenge!" ... "Game Name 2" is sufficient.
+ *
+ * Due to historical mistakes, `org` is allowed to be NULL or "". In such
+ * cases, SDL will omit the org subdirectory, including on platforms where it
+ * shouldn't, and including on platforms where this would make your app fail
+ * certification for an app store. New apps should definitely specify a real
+ * string for `org`.
+ *
+ * The returned path is guaranteed to end with a path separator ('\\' on
+ * Windows, '/' on most other platforms).
+ *
+ * \param org the name of your organization.
+ * \param app the name of your application.
+ * \returns a UTF-8 string of the user directory in platform-dependent
+ *          notation. NULL if there's a problem (creating directory failed,
+ *          etc.). This 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.
+ *
+ * \sa SDL_GetBasePath
+ */
+extern SDL_DECLSPEC char * SDLCALL SDL_GetPrefPath(const char *org, const char *app);
+
+/**
+ * The type of the OS-provided default folder for a specific purpose.
+ *
+ * Note that the Trash folder isn't included here, because trashing files
+ * usually involves extra OS-specific functionality to remember the file's
+ * original location.
+ *
+ * The folders supported per platform are:
+ *
+ * |             | Windows | macOS/iOS | tvOS | Unix (XDG) | Haiku | Emscripten |
+ * | ----------- | ------- | --------- | ---- | ---------- | ----- | ---------- |
+ * | HOME        | X       | X         |      | X          | X     | X          |
+ * | DESKTOP     | X       | X         |      | X          | X     |            |
+ * | DOCUMENTS   | X       | X         |      | X          |       |            |
+ * | DOWNLOADS   | Vista+  | X         |      | X          |       |            |
+ * | MUSIC       | X       | X         |      | X          |       |            |
+ * | PICTURES    | X       | X         |      | X          |       |            |
+ * | PUBLICSHARE |         | X         |      | X          |       |            |
+ * | SAVEDGAMES  | Vista+  |           |      |            |       |            |
+ * | SCREENSHOTS | Vista+  |           |      |            |       |            |
+ * | TEMPLATES   | X       | X         |      | X          |       |            |
+ * | VIDEOS      | X       | X*        |      | X          |       |            |
+ *
+ * Note that on macOS/iOS, the Videos folder is called "Movies".
+ *
+ * \since This enum is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetUserFolder
+ */
+typedef enum SDL_Folder
+{
+    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. */
+    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. */
+    SDL_FOLDER_DOCUMENTS,   /**< User document files, possibly application-specific. This is a good place to save a user's projects. */
+    SDL_FOLDER_DOWNLOADS,   /**< Standard folder for user files downloaded from the internet. */
+    SDL_FOLDER_MUSIC,       /**< Music files that can be played using a standard music player (mp3, ogg...). */
+    SDL_FOLDER_PICTURES,    /**< Image files that can be displayed using a standard viewer (png, jpg...). */
+    SDL_FOLDER_PUBLICSHARE, /**< Files that are meant to be shared with other users on the same computer. */
+    SDL_FOLDER_SAVEDGAMES,  /**< Save files for games. */
+    SDL_FOLDER_SCREENSHOTS, /**< Application screenshots. */
+    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. */
+    SDL_FOLDER_VIDEOS,      /**< Video files that can be played using a standard video player (mp4, webm...). */
+    SDL_FOLDER_COUNT        /**< Total number of types in this enum, not a folder type by itself. */
+} SDL_Folder;
+
+/**
+ * Finds the most suitable user folder for a specific purpose.
+ *
+ * Many OSes provide certain standard folders for certain purposes, such as
+ * storing pictures, music or videos for a certain user. This function gives
+ * the path for many of those special locations.
+ *
+ * This function is specifically for _user_ folders, which are meant for the
+ * user to access and manage. For application-specific folders, meant to hold
+ * data for the application to manage, see SDL_GetBasePath() and
+ * SDL_GetPrefPath().
+ *
+ * The returned path is guaranteed to end with a path separator ('\\' on
+ * Windows, '/' on most other platforms).
+ *
+ * If NULL is returned, the error may be obtained with SDL_GetError().
+ *
+ * \param folder the type of folder to find.
+ * \returns either a null-terminated C string containing the full path to the
+ *          folder, or NULL if an error happened.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC const char * SDLCALL SDL_GetUserFolder(SDL_Folder folder);
+
+
+/* Abstract filesystem interface */
+
+/**
+ * Types of filesystem entries.
+ *
+ * Note that there may be other sorts of items on a filesystem: devices,
+ * symlinks, named pipes, etc. They are currently reported as
+ * SDL_PATHTYPE_OTHER.
+ *
+ * \since This enum is available since SDL 3.2.0.
+ *
+ * \sa SDL_PathInfo
+ */
+typedef enum SDL_PathType
+{
+    SDL_PATHTYPE_NONE,      /**< path does not exist */
+    SDL_PATHTYPE_FILE,      /**< a normal file */
+    SDL_PATHTYPE_DIRECTORY, /**< a directory */
+    SDL_PATHTYPE_OTHER      /**< something completely different like a device node (not a symlink, those are always followed) */
+} SDL_PathType;
+
+/**
+ * Information about a path on the filesystem.
+ *
+ * \since This datatype is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetPathInfo
+ * \sa SDL_GetStoragePathInfo
+ */
+typedef struct SDL_PathInfo
+{
+    SDL_PathType type;      /**< the path type */
+    Uint64 size;            /**< the file size in bytes */
+    SDL_Time create_time;   /**< the time when the path was created */
+    SDL_Time modify_time;   /**< the last time the path was modified */
+    SDL_Time access_time;   /**< the last time the path was read */
+} SDL_PathInfo;
+
+/**
+ * Flags for path matching.
+ *
+ * \since This datatype is available since SDL 3.2.0.
+ *
+ * \sa SDL_GlobDirectory
+ * \sa SDL_GlobStorageDirectory
+ */
+typedef Uint32 SDL_GlobFlags;
+
+#define SDL_GLOB_CASEINSENSITIVE (1u << 0)
+
+/**
+ * Create a directory, and any missing parent directories.
+ *
+ * This reports success if `path` already exists as a directory.
+ *
+ * If parent directories are missing, it will also create them. Note that if
+ * this fails, it will not remove any parent directories it already made.
+ *
+ * \param path the path of the directory to create.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_CreateDirectory(const char *path);
+
+/**
+ * Possible results from an enumeration callback.
+ *
+ * \since This enum is available since SDL 3.2.0.
+ *
+ * \sa SDL_EnumerateDirectoryCallback
+ */
+typedef enum SDL_EnumerationResult
+{
+    SDL_ENUM_CONTINUE,   /**< Value that requests that enumeration continue. */
+    SDL_ENUM_SUCCESS,    /**< Value that requests that enumeration stop, successfully. */
+    SDL_ENUM_FAILURE     /**< Value that requests that enumeration stop, as a failure. */
+} SDL_EnumerationResult;
+
+/**
+ * Callback for directory enumeration.
+ *
+ * Enumeration of directory entries will continue until either all entries
+ * have been provided to the callback, or the callback has requested a stop
+ * through its return value.
+ *
+ * Returning SDL_ENUM_CONTINUE will let enumeration proceed, calling the
+ * callback with further entries. SDL_ENUM_SUCCESS and SDL_ENUM_FAILURE will
+ * terminate the enumeration early, and dictate the return value of the
+ * enumeration function itself.
+ *
+ * `dirname` is guaranteed to end with a path separator ('\\' on Windows, '/'
+ * on most other platforms).
+ *
+ * \param userdata an app-controlled pointer that is passed to the callback.
+ * \param dirname the directory that is being enumerated.
+ * \param fname the next entry in the enumeration.
+ * \returns how the enumeration should proceed.
+ *
+ * \since This datatype is available since SDL 3.2.0.
+ *
+ * \sa SDL_EnumerateDirectory
+ */
+typedef SDL_EnumerationResult (SDLCALL *SDL_EnumerateDirectoryCallback)(void *userdata, const char *dirname, const char *fname);
+
+/**
+ * Enumerate a directory through a callback function.
+ *
+ * This function provides every directory entry through an app-provided
+ * callback, called once for each directory entry, until all results have been
+ * provided or the callback returns either SDL_ENUM_SUCCESS or
+ * SDL_ENUM_FAILURE.
+ *
+ * This will return false if there was a system problem in general, or if a
+ * callback returns SDL_ENUM_FAILURE. A successful return means a callback
+ * returned SDL_ENUM_SUCCESS to halt enumeration, or all directory entries
+ * were enumerated.
+ *
+ * \param path the path of the directory to enumerate.
+ * \param callback a function that is called for each entry in the directory.
+ * \param userdata a pointer that is passed to `callback`.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_EnumerateDirectory(const char *path, SDL_EnumerateDirectoryCallback callback, void *userdata);
+
+/**
+ * Remove a file or an empty directory.
+ *
+ * Directories that are not empty will fail; this function will not recursely
+ * delete directory trees.
+ *
+ * \param path the path to remove from the filesystem.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_RemovePath(const char *path);
+
+/**
+ * Rename a file or directory.
+ *
+ * If the file at `newpath` already exists, it will be replaced.
+ *
+ * Note that this will not copy files across filesystems/drives/volumes, as
+ * that is a much more complicated (and possibly time-consuming) operation.
+ *
+ * Which is to say, if this function fails, SDL_CopyFile() to a temporary file
+ * in the same directory as `newpath`, then SDL_RenamePath() from the
+ * temporary file to `newpath` and SDL_RemovePath() on `oldpath` might work
+ * for files. Renaming a non-empty directory across filesystems is
+ * dramatically more complex, however.
+ *
+ * \param oldpath the old path.
+ * \param newpath the new path.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_RenamePath(const char *oldpath, const char *newpath);
+
+/**
+ * Copy a file.
+ *
+ * If the file at `newpath` already exists, it will be overwritten with the
+ * contents of the file at `oldpath`.
+ *
+ * This function will block until the copy is complete, which might be a
+ * significant time for large files on slow disks. On some platforms, the copy
+ * can be handed off to the OS itself, but on others SDL might just open both
+ * paths, and read from one and write to the other.
+ *
+ * Note that this is not an atomic operation! If something tries to read from
+ * `newpath` while the copy is in progress, it will see an incomplete copy of
+ * the data, and if the calling thread terminates (or the power goes out)
+ * during the copy, `newpath`'s previous contents will be gone, replaced with
+ * an incomplete copy of the data. To avoid this risk, it is recommended that
+ * the app copy to a temporary file in the same directory as `newpath`, and if
+ * the copy is successful, use SDL_RenamePath() to replace `newpath` with the
+ * temporary file. This will ensure that reads of `newpath` will either see a
+ * complete copy of the data, or it will see the pre-copy state of `newpath`.
+ *
+ * This function attempts to synchronize the newly-copied data to disk before
+ * returning, if the platform allows it, so that the renaming trick will not
+ * have a problem in a system crash or power failure, where the file could be
+ * renamed but the contents never made it from the system file cache to the
+ * physical disk.
+ *
+ * If the copy fails for any reason, the state of `newpath` is undefined. It
+ * might be half a copy, it might be the untouched data of what was already
+ * there, or it might be a zero-byte file, etc.
+ *
+ * \param oldpath the old path.
+ * \param newpath the new path.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety It is safe to call this function from any thread, but this
+ *               operation is not atomic, so the app might need to protect
+ *               access to specific paths from other threads if appropriate.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_CopyFile(const char *oldpath, const char *newpath);
+
+/**
+ * Get information about a filesystem path.
+ *
+ * \param path the path to query.
+ * \param info a pointer filled in with information about the path, or NULL to
+ *             check for the existence of a file.
+ * \returns true on success or false if the file doesn't exist, or another
+ *          failure; call SDL_GetError() for more information.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_GetPathInfo(const char *path, SDL_PathInfo *info);
+
+/**
+ * Enumerate a directory tree, filtered by pattern, and return a list.
+ *
+ * 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.
+ *
+ * \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_GetCurrentDirectory(void);
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include <SDL3/SDL_close_code.h>
+
+#endif /* SDL_filesystem_h_ */