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filesystem: SDL_GetBasePath() now follows the SDL_GetStringRule.
It also now caches at the higher level, so the platform-specific bits don't change their interface much. A little code hygiene work was applied to some of the platform bits on top of this. Reference Issue #10229.
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24 changed files with 137 additions and 69 deletions
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@ -41,8 +41,8 @@ extern "C" {
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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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* This is not necessarily a fast call, so you should call this once near
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* startup and save the string if you need it.
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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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@ -68,8 +68,7 @@ extern "C" {
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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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* The pointer returned is owned by the caller. Please call SDL_free() on the
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* pointer when done with it.
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* The returned string follows the SDL_GetStringRule.
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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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@ -80,7 +79,7 @@ extern "C" {
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*
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* \sa SDL_GetPrefPath
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*/
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extern SDL_DECLSPEC char *SDLCALL SDL_GetBasePath(void);
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extern SDL_DECLSPEC const char *SDLCALL SDL_GetBasePath(void);
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/**
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* Get the user-and-app-specific path where files can be written.
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