/*
  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 <SDL2/SDL_stdinc.h>

#include <SDL2/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 <SDL2/close_code.h>

#endif /* SDL_filesystem_h_ */

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