- /* 
-   Simple DirectMedia Layer 
-   Copyright (C) 1997-2023 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. 
- */ 
-   
- /** 
-  *  \file SDL_filesystem.h 
-  * 
-  *  \brief Include file for filesystem SDL API functions 
-  */ 
-   
- #ifndef SDL_filesystem_h_ 
- #define SDL_filesystem_h_ 
-   
- #include "SDL_stdinc.h" 
-   
- #include "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. 
-  * 
-  * This is not necessarily a fast call, so you should call this once near 
-  * startup and save the string if you need it. 
-  * 
-  * **Mac OS X 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/` 
-  * 
-  * **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). 
-  * 
-  * The pointer returned is owned by the caller. Please call SDL_free() on the 
-  * pointer when done with it. 
-  * 
-  * \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. 
-  * 
-  * \since This function is available since SDL 2.0.1. 
-  * 
-  * \sa SDL_GetPrefPath 
-  */ 
- extern DECLSPEC 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 Mac OS X, 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 it's 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. 
-  * 
-  * The returned path is guaranteed to end with a path separator ('\' on 
-  * Windows, '/' on most other platforms). 
-  * 
-  * The pointer returned is owned by the caller. Please call SDL_free() on the 
-  * pointer when done with it. 
-  * 
-  * \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.). 
-  * 
-  * \since This function is available since SDL 2.0.1. 
-  * 
-  * \sa SDL_GetBasePath 
-  */ 
- extern DECLSPEC char *SDLCALL SDL_GetPrefPath(const char *org, const char *app); 
-   
- /* Ends C function definitions when using C++ */ 
- #ifdef __cplusplus 
- } 
- #endif 
- #include "close_code.h" 
-   
- #endif /* SDL_filesystem_h_ */ 
-   
- /* vi: set ts=4 sw=4 expandtab: */ 
-