native_audio 0.3.0 → 0.4.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (138) hide show
  1. checksums.yaml +4 -4
  2. data/LICENSE +21 -0
  3. data/README.md +87 -0
  4. data/ext/audio/audio.c +321 -47
  5. data/ext/audio/extconf.rb +12 -110
  6. data/ext/audio/miniaudio.h +95844 -0
  7. data/lib/dummy_audio.rb +49 -0
  8. data/lib/native_audio.rb +22 -7
  9. metadata +7 -132
  10. data/assets/include/SDL2/SDL.h +0 -233
  11. data/assets/include/SDL2/SDL_assert.h +0 -326
  12. data/assets/include/SDL2/SDL_atomic.h +0 -415
  13. data/assets/include/SDL2/SDL_audio.h +0 -1500
  14. data/assets/include/SDL2/SDL_bits.h +0 -126
  15. data/assets/include/SDL2/SDL_blendmode.h +0 -198
  16. data/assets/include/SDL2/SDL_clipboard.h +0 -141
  17. data/assets/include/SDL2/SDL_config.h +0 -61
  18. data/assets/include/SDL2/SDL_config_android.h +0 -194
  19. data/assets/include/SDL2/SDL_config_emscripten.h +0 -218
  20. data/assets/include/SDL2/SDL_config_iphoneos.h +0 -217
  21. data/assets/include/SDL2/SDL_config_macosx.h +0 -277
  22. data/assets/include/SDL2/SDL_config_minimal.h +0 -95
  23. data/assets/include/SDL2/SDL_config_ngage.h +0 -89
  24. data/assets/include/SDL2/SDL_config_os2.h +0 -207
  25. data/assets/include/SDL2/SDL_config_pandora.h +0 -141
  26. data/assets/include/SDL2/SDL_config_windows.h +0 -331
  27. data/assets/include/SDL2/SDL_config_wingdk.h +0 -253
  28. data/assets/include/SDL2/SDL_config_winrt.h +0 -220
  29. data/assets/include/SDL2/SDL_config_xbox.h +0 -235
  30. data/assets/include/SDL2/SDL_copying.h +0 -20
  31. data/assets/include/SDL2/SDL_cpuinfo.h +0 -594
  32. data/assets/include/SDL2/SDL_egl.h +0 -2352
  33. data/assets/include/SDL2/SDL_endian.h +0 -348
  34. data/assets/include/SDL2/SDL_error.h +0 -163
  35. data/assets/include/SDL2/SDL_events.h +0 -1166
  36. data/assets/include/SDL2/SDL_filesystem.h +0 -149
  37. data/assets/include/SDL2/SDL_gamecontroller.h +0 -1074
  38. data/assets/include/SDL2/SDL_gesture.h +0 -117
  39. data/assets/include/SDL2/SDL_guid.h +0 -100
  40. data/assets/include/SDL2/SDL_haptic.h +0 -1341
  41. data/assets/include/SDL2/SDL_hidapi.h +0 -451
  42. data/assets/include/SDL2/SDL_hints.h +0 -2569
  43. data/assets/include/SDL2/SDL_image.h +0 -2173
  44. data/assets/include/SDL2/SDL_joystick.h +0 -1066
  45. data/assets/include/SDL2/SDL_keyboard.h +0 -353
  46. data/assets/include/SDL2/SDL_keycode.h +0 -358
  47. data/assets/include/SDL2/SDL_loadso.h +0 -115
  48. data/assets/include/SDL2/SDL_locale.h +0 -103
  49. data/assets/include/SDL2/SDL_log.h +0 -404
  50. data/assets/include/SDL2/SDL_main.h +0 -275
  51. data/assets/include/SDL2/SDL_messagebox.h +0 -193
  52. data/assets/include/SDL2/SDL_metal.h +0 -113
  53. data/assets/include/SDL2/SDL_misc.h +0 -79
  54. data/assets/include/SDL2/SDL_mixer.h +0 -2784
  55. data/assets/include/SDL2/SDL_mouse.h +0 -465
  56. data/assets/include/SDL2/SDL_mutex.h +0 -471
  57. data/assets/include/SDL2/SDL_name.h +0 -33
  58. data/assets/include/SDL2/SDL_opengl.h +0 -2132
  59. data/assets/include/SDL2/SDL_opengl_glext.h +0 -13209
  60. data/assets/include/SDL2/SDL_opengles.h +0 -39
  61. data/assets/include/SDL2/SDL_opengles2.h +0 -52
  62. data/assets/include/SDL2/SDL_opengles2_gl2.h +0 -656
  63. data/assets/include/SDL2/SDL_opengles2_gl2ext.h +0 -4033
  64. data/assets/include/SDL2/SDL_opengles2_gl2platform.h +0 -27
  65. data/assets/include/SDL2/SDL_opengles2_khrplatform.h +0 -311
  66. data/assets/include/SDL2/SDL_pixels.h +0 -644
  67. data/assets/include/SDL2/SDL_platform.h +0 -261
  68. data/assets/include/SDL2/SDL_power.h +0 -88
  69. data/assets/include/SDL2/SDL_quit.h +0 -58
  70. data/assets/include/SDL2/SDL_rect.h +0 -376
  71. data/assets/include/SDL2/SDL_render.h +0 -1919
  72. data/assets/include/SDL2/SDL_revision.h +0 -6
  73. data/assets/include/SDL2/SDL_rwops.h +0 -841
  74. data/assets/include/SDL2/SDL_scancode.h +0 -438
  75. data/assets/include/SDL2/SDL_sensor.h +0 -322
  76. data/assets/include/SDL2/SDL_shape.h +0 -155
  77. data/assets/include/SDL2/SDL_stdinc.h +0 -830
  78. data/assets/include/SDL2/SDL_surface.h +0 -997
  79. data/assets/include/SDL2/SDL_system.h +0 -623
  80. data/assets/include/SDL2/SDL_syswm.h +0 -386
  81. data/assets/include/SDL2/SDL_test.h +0 -69
  82. data/assets/include/SDL2/SDL_test_assert.h +0 -105
  83. data/assets/include/SDL2/SDL_test_common.h +0 -236
  84. data/assets/include/SDL2/SDL_test_compare.h +0 -69
  85. data/assets/include/SDL2/SDL_test_crc32.h +0 -124
  86. data/assets/include/SDL2/SDL_test_font.h +0 -168
  87. data/assets/include/SDL2/SDL_test_fuzzer.h +0 -386
  88. data/assets/include/SDL2/SDL_test_harness.h +0 -134
  89. data/assets/include/SDL2/SDL_test_images.h +0 -78
  90. data/assets/include/SDL2/SDL_test_log.h +0 -67
  91. data/assets/include/SDL2/SDL_test_md5.h +0 -129
  92. data/assets/include/SDL2/SDL_test_memory.h +0 -63
  93. data/assets/include/SDL2/SDL_test_random.h +0 -115
  94. data/assets/include/SDL2/SDL_thread.h +0 -464
  95. data/assets/include/SDL2/SDL_timer.h +0 -222
  96. data/assets/include/SDL2/SDL_touch.h +0 -150
  97. data/assets/include/SDL2/SDL_ttf.h +0 -2316
  98. data/assets/include/SDL2/SDL_types.h +0 -29
  99. data/assets/include/SDL2/SDL_version.h +0 -204
  100. data/assets/include/SDL2/SDL_video.h +0 -2150
  101. data/assets/include/SDL2/SDL_vulkan.h +0 -215
  102. data/assets/include/SDL2/begin_code.h +0 -187
  103. data/assets/include/SDL2/close_code.h +0 -40
  104. data/assets/macos/universal/lib/libFLAC.a +0 -0
  105. data/assets/macos/universal/lib/libSDL2.a +0 -0
  106. data/assets/macos/universal/lib/libSDL2_mixer.a +0 -0
  107. data/assets/macos/universal/lib/libmodplug.a +0 -0
  108. data/assets/macos/universal/lib/libmpg123.a +0 -0
  109. data/assets/macos/universal/lib/libogg.a +0 -0
  110. data/assets/macos/universal/lib/libvorbis.a +0 -0
  111. data/assets/macos/universal/lib/libvorbisfile.a +0 -0
  112. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libFLAC.a +0 -0
  113. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libSDL2.a +0 -0
  114. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libSDL2_mixer.a +0 -0
  115. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libmodplug.a +0 -0
  116. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libmpg123.a +0 -0
  117. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libogg.a +0 -0
  118. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libopus.a +0 -0
  119. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libopusfile.a +0 -0
  120. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libsndfile.a +0 -0
  121. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libstdc++.a +0 -0
  122. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libvorbis.a +0 -0
  123. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libvorbisfile.a +0 -0
  124. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libz.a +0 -0
  125. data/assets/windows/mingw-w64-x86_64/lib/libFLAC.a +0 -0
  126. data/assets/windows/mingw-w64-x86_64/lib/libSDL2.a +0 -0
  127. data/assets/windows/mingw-w64-x86_64/lib/libSDL2_mixer.a +0 -0
  128. data/assets/windows/mingw-w64-x86_64/lib/libmodplug.a +0 -0
  129. data/assets/windows/mingw-w64-x86_64/lib/libmpg123.a +0 -0
  130. data/assets/windows/mingw-w64-x86_64/lib/libogg.a +0 -0
  131. data/assets/windows/mingw-w64-x86_64/lib/libopus.a +0 -0
  132. data/assets/windows/mingw-w64-x86_64/lib/libopusfile.a +0 -0
  133. data/assets/windows/mingw-w64-x86_64/lib/libsndfile.a +0 -0
  134. data/assets/windows/mingw-w64-x86_64/lib/libstdc++.a +0 -0
  135. data/assets/windows/mingw-w64-x86_64/lib/libvorbis.a +0 -0
  136. data/assets/windows/mingw-w64-x86_64/lib/libvorbisfile.a +0 -0
  137. data/assets/windows/mingw-w64-x86_64/lib/libz.a +0 -0
  138. data/ext/audio/extconf.h +0 -3
@@ -1,149 +0,0 @@
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- /*
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- Simple DirectMedia Layer
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- Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
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-
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- This software is provided 'as-is', without any express or implied
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- warranty. In no event will the authors be held liable for any damages
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- arising from the use of this software.
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-
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- Permission is granted to anyone to use this software for any purpose,
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- including commercial applications, and to alter it and redistribute it
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- freely, subject to the following restrictions:
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-
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- 1. The origin of this software must not be misrepresented; you must not
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- claim that you wrote the original software. If you use this software
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- in a product, an acknowledgment in the product documentation would be
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- appreciated but is not required.
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- 2. Altered source versions must be plainly marked as such, and must not be
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- misrepresented as being the original software.
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- 3. This notice may not be removed or altered from any source distribution.
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- */
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-
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- /**
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- * \file SDL_filesystem.h
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- *
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- * \brief Include file for filesystem SDL API functions
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- */
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-
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- #ifndef SDL_filesystem_h_
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- #define SDL_filesystem_h_
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-
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- #include "SDL_stdinc.h"
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-
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- #include "begin_code.h"
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-
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- /* Set up for C function definitions, even when using C++ */
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- #ifdef __cplusplus
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- extern "C" {
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- #endif
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-
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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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- *
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- * **Mac OS X and iOS Specific Functionality**: If the application is in a
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- * ".app" bundle, this function returns the Resource directory (e.g.
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- * MyApp.app/Contents/Resources/). This behaviour can be overridden by adding
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- * a property to the Info.plist file. Adding a string key with the name
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- * SDL_FILESYSTEM_BASE_DIR_TYPE with a supported value will change the
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- * behaviour.
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- *
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- * Supported values for the SDL_FILESYSTEM_BASE_DIR_TYPE property (Given an
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- * application in /Applications/SDLApp/MyApp.app):
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- *
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- * - `resource`: bundle resource directory (the default). For example:
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- * `/Applications/SDLApp/MyApp.app/Contents/Resources`
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- * - `bundle`: the Bundle directory. For example:
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- * `/Applications/SDLApp/MyApp.app/`
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- * - `parent`: the containing directory of the bundle. For example:
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- * `/Applications/SDLApp/`
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- *
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- * **Nintendo 3DS Specific Functionality**: This function returns "romfs"
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- * directory of the application as it is uncommon to store resources outside
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- * the executable. As such it is not a writable directory.
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- *
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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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- *
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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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- * doesn't implement this functionality, call SDL_GetError() for more
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- * information.
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- *
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- * \since This function is available since SDL 2.0.1.
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- *
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- * \sa SDL_GetPrefPath
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- */
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- extern DECLSPEC char *SDLCALL SDL_GetBasePath(void);
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-
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- /**
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- * Get the user-and-app-specific path where files can be written.
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- *
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- * Get the "pref dir". This is meant to be where users can write personal
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- * files (preferences and save games, etc) that are specific to your
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- * application. This directory is unique per user, per application.
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- *
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- * This function will decide the appropriate location in the native
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- * filesystem, create the directory if necessary, and return a string of the
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- * absolute path to the directory in UTF-8 encoding.
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- *
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- * On Windows, the string might look like:
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- *
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- * `C:\\Users\\bob\\AppData\\Roaming\\My Company\\My Program Name\\`
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- *
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- * On Linux, the string might look like:
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- *
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- * `/home/bob/.local/share/My Program Name/`
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- *
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- * On Mac OS X, the string might look like:
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- *
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- * `/Users/bob/Library/Application Support/My Program Name/`
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- *
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- * You should assume the path returned by this function is the only safe place
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- * to write files (and that SDL_GetBasePath(), while it might be writable, or
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- * even the parent of the returned path, isn't where you should be writing
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- * things).
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- *
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- * Both the org and app strings may become part of a directory name, so please
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- * follow these rules:
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- *
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- * - Try to use the same org string (_including case-sensitivity_) for all
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- * your applications that use this function.
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- * - Always use a unique app string for each one, and make sure it never
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- * changes for an app once you've decided on it.
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- * - Unicode characters are legal, as long as it's UTF-8 encoded, but...
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- * - ...only use letters, numbers, and spaces. Avoid punctuation like "Game
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- * Name 2: Bad Guy's Revenge!" ... "Game Name 2" is sufficient.
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- *
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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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- *
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- * \param org the name of your organization
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- * \param app the name of your application
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- * \returns a UTF-8 string of the user directory in platform-dependent
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- * notation. NULL if there's a problem (creating directory failed,
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- * etc.).
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- *
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- * \since This function is available since SDL 2.0.1.
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- *
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- * \sa SDL_GetBasePath
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- */
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- extern DECLSPEC char *SDLCALL SDL_GetPrefPath(const char *org, const char *app);
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-
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- /* Ends C function definitions when using C++ */
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- #ifdef __cplusplus
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- }
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- #endif
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- #include "close_code.h"
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-
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- #endif /* SDL_filesystem_h_ */
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-
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- /* vi: set ts=4 sw=4 expandtab: */