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- /*
- 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.
- */
- /**
- * # CategoryStorage
- *
- * The storage API is a high-level API designed to abstract away the
- * portability issues that come up when using something lower-level (in SDL's
- * case, this sits on top of the [Filesystem](CategoryFilesystem) and
- * [IOStream](CategoryIOStream) subsystems). It is significantly more
- * restrictive than a typical filesystem API, for a number of reasons:
- *
- * 1. **What to Access:** A common pitfall with existing filesystem APIs is
- * the assumption that all storage is monolithic. However, many other
- * platforms (game consoles in particular) are more strict about what _type_
- * of filesystem is being accessed; for example, game content and user data
- * are usually two separate storage devices with entirely different
- * characteristics (and possibly different low-level APIs altogether!).
- *
- * 2. **How to Access:** Another common mistake is applications assuming that
- * all storage is universally writeable - again, many platforms treat game
- * content and user data as two separate storage devices, and only user data
- * is writeable while game content is read-only.
- *
- * 3. **When to Access:** The most common portability issue with filesystem
- * access is _timing_ - you cannot always assume that the storage device is
- * always accessible all of the time, nor can you assume that there are no
- * limits to how long you have access to a particular device.
- *
- * Consider the following example:
- *
- * ```c
- * void ReadGameData(void)
- * {
- * extern char** fileNames;
- * extern size_t numFiles;
- * for (size_t i = 0; i < numFiles; i += 1) {
- * FILE *data = fopen(fileNames[i], "rwb");
- * if (data == NULL) {
- * // Something bad happened!
- * } else {
- * // A bunch of stuff happens here
- * fclose(data);
- * }
- * }
- * }
- *
- * void ReadSave(void)
- * {
- * FILE *save = fopen("saves/save0.sav", "rb");
- * if (save == NULL) {
- * // Something bad happened!
- * } else {
- * // A bunch of stuff happens here
- * fclose(save);
- * }
- * }
- *
- * void WriteSave(void)
- * {
- * FILE *save = fopen("saves/save0.sav", "wb");
- * if (save == NULL) {
- * // Something bad happened!
- * } else {
- * // A bunch of stuff happens here
- * fclose(save);
- * }
- * }
- * ```
- *
- * Going over the bullet points again:
- *
- * 1. **What to Access:** This code accesses a global filesystem; game data
- * and saves are all presumed to be in the current working directory (which
- * may or may not be the game's installation folder!).
- *
- * 2. **How to Access:** This code assumes that content paths are writeable,
- * and that save data is also writeable despite being in the same location as
- * the game data.
- *
- * 3. **When to Access:** This code assumes that they can be called at any
- * time, since the filesystem is always accessible and has no limits on how
- * long the filesystem is being accessed.
- *
- * Due to these assumptions, the filesystem code is not portable and will fail
- * under these common scenarios:
- *
- * - The game is installed on a device that is read-only, both content loading
- * and game saves will fail or crash outright
- * - Game/User storage is not implicitly mounted, so no files will be found
- * for either scenario when a platform requires explicitly mounting
- * filesystems
- * - Save data may not be safe since the I/O is not being flushed or
- * validated, so an error occurring elsewhere in the program may result in
- * missing/corrupted save data
- *
- * When using SDL_Storage, these types of problems are virtually impossible to
- * trip over:
- *
- * ```c
- * void ReadGameData(void)
- * {
- * extern char** fileNames;
- * extern size_t numFiles;
- *
- * SDL_Storage *title = SDL_OpenTitleStorage(NULL, 0);
- * if (title == NULL) {
- * // Something bad happened!
- * }
- * while (!SDL_StorageReady(title)) {
- * SDL_Delay(1);
- * }
- *
- * for (size_t i = 0; i < numFiles; i += 1) {
- * void* dst;
- * Uint64 dstLen = 0;
- *
- * if (SDL_GetStorageFileSize(title, fileNames[i], &dstLen) && dstLen > 0) {
- * dst = SDL_malloc(dstLen);
- * if (SDL_ReadStorageFile(title, fileNames[i], dst, dstLen)) {
- * // A bunch of stuff happens here
- * } else {
- * // Something bad happened!
- * }
- * SDL_free(dst);
- * } else {
- * // Something bad happened!
- * }
- * }
- *
- * SDL_CloseStorage(title);
- * }
- *
- * void ReadSave(void)
- * {
- * SDL_Storage *user = SDL_OpenUserStorage("libsdl", "Storage Example", 0);
- * if (user == NULL) {
- * // Something bad happened!
- * }
- * while (!SDL_StorageReady(user)) {
- * SDL_Delay(1);
- * }
- *
- * Uint64 saveLen = 0;
- * if (SDL_GetStorageFileSize(user, "save0.sav", &saveLen) && saveLen > 0) {
- * void* dst = SDL_malloc(saveLen);
- * if (SDL_ReadStorageFile(user, "save0.sav", dst, saveLen)) {
- * // A bunch of stuff happens here
- * } else {
- * // Something bad happened!
- * }
- * SDL_free(dst);
- * } else {
- * // Something bad happened!
- * }
- *
- * SDL_CloseStorage(user);
- * }
- *
- * void WriteSave(void)
- * {
- * SDL_Storage *user = SDL_OpenUserStorage("libsdl", "Storage Example", 0);
- * if (user == NULL) {
- * // Something bad happened!
- * }
- * while (!SDL_StorageReady(user)) {
- * SDL_Delay(1);
- * }
- *
- * extern void *saveData; // A bunch of stuff happened here...
- * extern Uint64 saveLen;
- * if (!SDL_WriteStorageFile(user, "save0.sav", saveData, saveLen)) {
- * // Something bad happened!
- * }
- *
- * SDL_CloseStorage(user);
- * }
- * ```
- *
- * Note the improvements that SDL_Storage makes:
- *
- * 1. **What to Access:** This code explicitly reads from a title or user
- * storage device based on the context of the function.
- *
- * 2. **How to Access:** This code explicitly uses either a read or write
- * function based on the context of the function.
- *
- * 3. **When to Access:** This code explicitly opens the device when it needs
- * to, and closes it when it is finished working with the filesystem.
- *
- * The result is an application that is significantly more robust against the
- * increasing demands of platforms and their filesystems!
- *
- * A publicly available example of an SDL_Storage backend is the
- * [Steam Cloud](https://partner.steamgames.com/doc/features/cloud)
- * backend - you can initialize Steamworks when starting the program, and then
- * SDL will recognize that Steamworks is initialized and automatically use
- * ISteamRemoteStorage when the application opens user storage. More
- * importantly, when you _open_ storage it knows to begin a "batch" of
- * filesystem operations, and when you _close_ storage it knows to end and
- * flush the batch. This is used by Steam to support
- * [Dynamic Cloud Sync](https://steamcommunity.com/groups/steamworks/announcements/detail/3142949576401813670)
- * ; users can save data on one PC, put the device to sleep, and then continue
- * playing on another PC (and vice versa) with the save data fully
- * synchronized across all devices, allowing for a seamless experience without
- * having to do full restarts of the program.
- *
- * ## Notes on valid paths
- *
- * All paths in the Storage API use Unix-style path separators ('/'). Using a
- * different path separator will not work, even if the underlying platform
- * would otherwise accept it. This is to keep code using the Storage API
- * portable between platforms and Storage implementations and simplify app
- * code.
- *
- * Paths with relative directories ("." and "..") are forbidden by the Storage
- * API.
- *
- * All valid UTF-8 strings (discounting the NULL terminator character and the
- * '/' path separator) are usable for filenames, however, an underlying
- * Storage implementation may not support particularly strange sequences and
- * refuse to create files with those names, etc.
- */
- #ifndef SDL_storage_h_
- #define SDL_storage_h_
- #include <SDL3/SDL_stdinc.h>
- #include <SDL3/SDL_error.h>
- #include <SDL3/SDL_filesystem.h>
- #include <SDL3/SDL_properties.h>
- #include <SDL3/SDL_begin_code.h>
- /* Set up for C function definitions, even when using C++ */
- #ifdef __cplusplus
- extern "C" {
- #endif
- /**
- * Function interface for SDL_Storage.
- *
- * Apps that want to supply a custom implementation of SDL_Storage will fill
- * in all the functions in this struct, and then pass it to SDL_OpenStorage to
- * create a custom SDL_Storage object.
- *
- * It is not usually necessary to do this; SDL provides standard
- * implementations for many things you might expect to do with an SDL_Storage.
- *
- * This structure should be initialized using SDL_INIT_INTERFACE()
- *
- * \since This struct is available since SDL 3.2.0.
- *
- * \sa SDL_INIT_INTERFACE
- */
- typedef struct SDL_StorageInterface
- {
- /* The version of this interface */
- Uint32 version;
- /* Called when the storage is closed */
- bool (SDLCALL *close)(void *userdata);
- /* Optional, returns whether the storage is currently ready for access */
- bool (SDLCALL *ready)(void *userdata);
- /* Enumerate a directory, optional for write-only storage */
- bool (SDLCALL *enumerate)(void *userdata, const char *path, SDL_EnumerateDirectoryCallback callback, void *callback_userdata);
- /* Get path information, optional for write-only storage */
- bool (SDLCALL *info)(void *userdata, const char *path, SDL_PathInfo *info);
- /* Read a file from storage, optional for write-only storage */
- bool (SDLCALL *read_file)(void *userdata, const char *path, void *destination, Uint64 length);
- /* Write a file to storage, optional for read-only storage */
- bool (SDLCALL *write_file)(void *userdata, const char *path, const void *source, Uint64 length);
- /* Create a directory, optional for read-only storage */
- bool (SDLCALL *mkdir)(void *userdata, const char *path);
- /* Remove a file or empty directory, optional for read-only storage */
- bool (SDLCALL *remove)(void *userdata, const char *path);
- /* Rename a path, optional for read-only storage */
- bool (SDLCALL *rename)(void *userdata, const char *oldpath, const char *newpath);
- /* Copy a file, optional for read-only storage */
- bool (SDLCALL *copy)(void *userdata, const char *oldpath, const char *newpath);
- /* Get the space remaining, optional for read-only storage */
- Uint64 (SDLCALL *space_remaining)(void *userdata);
- } SDL_StorageInterface;
- /* Check the size of SDL_StorageInterface
- *
- * If this assert fails, either the compiler is padding to an unexpected size,
- * or the interface has been updated and this should be updated to match and
- * the code using this interface should be updated to handle the old version.
- */
- SDL_COMPILE_TIME_ASSERT(SDL_StorageInterface_SIZE,
- (sizeof(void *) == 4 && sizeof(SDL_StorageInterface) == 48) ||
- (sizeof(void *) == 8 && sizeof(SDL_StorageInterface) == 96));
- /**
- * An abstract interface for filesystem access.
- *
- * This is an opaque datatype. One can create this object using standard SDL
- * functions like SDL_OpenTitleStorage or SDL_OpenUserStorage, etc, or create
- * an object with a custom implementation using SDL_OpenStorage.
- *
- * \since This struct is available since SDL 3.2.0.
- */
- typedef struct SDL_Storage SDL_Storage;
- /**
- * Opens up a read-only container for the application's filesystem.
- *
- * \param override a path to override the backend's default title root.
- * \param props a property list that may contain backend-specific information.
- * \returns a title storage container on success or NULL on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_CloseStorage
- * \sa SDL_GetStorageFileSize
- * \sa SDL_OpenUserStorage
- * \sa SDL_ReadStorageFile
- */
- extern SDL_DECLSPEC SDL_Storage * SDLCALL SDL_OpenTitleStorage(const char *override, SDL_PropertiesID props);
- /**
- * Opens up a container for a user's unique read/write filesystem.
- *
- * While title storage can generally be kept open throughout runtime, user
- * storage should only be opened when the client is ready to read/write files.
- * This allows the backend to properly batch file operations and flush them
- * when the container has been closed; ensuring safe and optimal save I/O.
- *
- * \param org the name of your organization.
- * \param app the name of your application.
- * \param props a property list that may contain backend-specific information.
- * \returns a user storage container on success or NULL on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_CloseStorage
- * \sa SDL_GetStorageFileSize
- * \sa SDL_GetStorageSpaceRemaining
- * \sa SDL_OpenTitleStorage
- * \sa SDL_ReadStorageFile
- * \sa SDL_StorageReady
- * \sa SDL_WriteStorageFile
- */
- extern SDL_DECLSPEC SDL_Storage * SDLCALL SDL_OpenUserStorage(const char *org, const char *app, SDL_PropertiesID props);
- /**
- * Opens up a container for local filesystem storage.
- *
- * This is provided for development and tools. Portable applications should
- * use SDL_OpenTitleStorage() for access to game data and
- * SDL_OpenUserStorage() for access to user data.
- *
- * \param path the base path prepended to all storage paths, or NULL for no
- * base path.
- * \returns a filesystem storage container on success or NULL on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_CloseStorage
- * \sa SDL_GetStorageFileSize
- * \sa SDL_GetStorageSpaceRemaining
- * \sa SDL_OpenTitleStorage
- * \sa SDL_OpenUserStorage
- * \sa SDL_ReadStorageFile
- * \sa SDL_WriteStorageFile
- */
- extern SDL_DECLSPEC SDL_Storage * SDLCALL SDL_OpenFileStorage(const char *path);
- /**
- * Opens up a container using a client-provided storage interface.
- *
- * Applications do not need to use this function unless they are providing
- * their own SDL_Storage implementation. If you just need an SDL_Storage, you
- * should use the built-in implementations in SDL, like SDL_OpenTitleStorage()
- * or SDL_OpenUserStorage().
- *
- * This function makes a copy of `iface` and the caller does not need to keep
- * it around after this call.
- *
- * \param iface the interface that implements this storage, initialized using
- * SDL_INIT_INTERFACE().
- * \param userdata the pointer that will be passed to the interface functions.
- * \returns a storage container on success or NULL on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_CloseStorage
- * \sa SDL_GetStorageFileSize
- * \sa SDL_GetStorageSpaceRemaining
- * \sa SDL_INIT_INTERFACE
- * \sa SDL_ReadStorageFile
- * \sa SDL_StorageReady
- * \sa SDL_WriteStorageFile
- */
- extern SDL_DECLSPEC SDL_Storage * SDLCALL SDL_OpenStorage(const SDL_StorageInterface *iface, void *userdata);
- /**
- * Closes and frees a storage container.
- *
- * \param storage a storage container to close.
- * \returns true if the container was freed with no errors, false otherwise;
- * call SDL_GetError() for more information. Even if the function
- * returns an error, the container data will be freed; the error is
- * only for informational purposes.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_OpenFileStorage
- * \sa SDL_OpenStorage
- * \sa SDL_OpenTitleStorage
- * \sa SDL_OpenUserStorage
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_CloseStorage(SDL_Storage *storage);
- /**
- * Checks if the storage container is ready to use.
- *
- * This function should be called in regular intervals until it returns true -
- * however, it is not recommended to spinwait on this call, as the backend may
- * depend on a synchronous message loop. You might instead poll this in your
- * game's main loop while processing events and drawing a loading screen.
- *
- * \param storage a storage container to query.
- * \returns true if the container is ready, false otherwise.
- *
- * \since This function is available since SDL 3.2.0.
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_StorageReady(SDL_Storage *storage);
- /**
- * Query the size of a file within a storage container.
- *
- * \param storage a storage container to query.
- * \param path the relative path of the file to query.
- * \param length a pointer to be filled with the file's length.
- * \returns true if the file could be queried or false on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_ReadStorageFile
- * \sa SDL_StorageReady
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_GetStorageFileSize(SDL_Storage *storage, const char *path, Uint64 *length);
- /**
- * Synchronously read a file from a storage container into a client-provided
- * buffer.
- *
- * The value of `length` must match the length of the file exactly; call
- * SDL_GetStorageFileSize() to get this value. This behavior may be relaxed in
- * a future release.
- *
- * \param storage a storage container to read from.
- * \param path the relative path of the file to read.
- * \param destination a client-provided buffer to read the file into.
- * \param length the length of the destination buffer.
- * \returns true if the file was read or false on failure; call SDL_GetError()
- * for more information.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_GetStorageFileSize
- * \sa SDL_StorageReady
- * \sa SDL_WriteStorageFile
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_ReadStorageFile(SDL_Storage *storage, const char *path, void *destination, Uint64 length);
- /**
- * Synchronously write a file from client memory into a storage container.
- *
- * \param storage a storage container to write to.
- * \param path the relative path of the file to write.
- * \param source a client-provided buffer to write from.
- * \param length the length of the source buffer.
- * \returns true if the file was written or false on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_GetStorageSpaceRemaining
- * \sa SDL_ReadStorageFile
- * \sa SDL_StorageReady
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_WriteStorageFile(SDL_Storage *storage, const char *path, const void *source, Uint64 length);
- /**
- * Create a directory in a writable storage container.
- *
- * \param storage a storage container.
- * \param path the path of the directory to create.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_StorageReady
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_CreateStorageDirectory(SDL_Storage *storage, const char *path);
- /**
- * Enumerate a directory in a storage container 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.
- *
- * If `path` is NULL, this is treated as a request to enumerate the root of
- * the storage container's tree. An empty string also works for this.
- *
- * \param storage a storage container.
- * \param path the path of the directory to enumerate, or NULL for the root.
- * \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.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_StorageReady
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_EnumerateStorageDirectory(SDL_Storage *storage, const char *path, SDL_EnumerateDirectoryCallback callback, void *userdata);
- /**
- * Remove a file or an empty directory in a writable storage container.
- *
- * \param storage a storage container.
- * \param path the path of the directory to enumerate.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_StorageReady
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_RemoveStoragePath(SDL_Storage *storage, const char *path);
- /**
- * Rename a file or directory in a writable storage container.
- *
- * \param storage a storage container.
- * \param oldpath the old path.
- * \param newpath the new path.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_StorageReady
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_RenameStoragePath(SDL_Storage *storage, const char *oldpath, const char *newpath);
- /**
- * Copy a file in a writable storage container.
- *
- * \param storage a storage container.
- * \param oldpath the old path.
- * \param newpath the new path.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_StorageReady
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_CopyStorageFile(SDL_Storage *storage, const char *oldpath, const char *newpath);
- /**
- * Get information about a filesystem path in a storage container.
- *
- * \param storage a storage container.
- * \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.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_StorageReady
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_GetStoragePathInfo(SDL_Storage *storage, const char *path, SDL_PathInfo *info);
- /**
- * Queries the remaining space in a storage container.
- *
- * \param storage a storage container to query.
- * \returns the amount of remaining space, in bytes.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_StorageReady
- * \sa SDL_WriteStorageFile
- */
- extern SDL_DECLSPEC Uint64 SDLCALL SDL_GetStorageSpaceRemaining(SDL_Storage *storage);
- /**
- * 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.
- *
- * If `path` is NULL, this is treated as a request to enumerate the root of
- * the storage container's tree. An empty string also works for this.
- *
- * \param storage a storage container.
- * \param path the path of the directory to enumerate, or NULL for the root.
- * \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. The caller should pass the
- * returned pointer to SDL_free when done with it. 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, assuming
- * the `storage` object is thread-safe.
- *
- * \since This function is available since SDL 3.2.0.
- */
- extern SDL_DECLSPEC char ** SDLCALL SDL_GlobStorageDirectory(SDL_Storage *storage, const char *path, const char *pattern, SDL_GlobFlags flags, int *count);
- /* Ends C function definitions when using C++ */
- #ifdef __cplusplus
- }
- #endif
- #include <SDL3/SDL_close_code.h>
- #endif /* SDL_storage_h_ */
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