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LibGame
v0.4.0
The LG Game Engine - Copyright (C) 2024-2025 ETMSoftware
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Functions | |
| const char * | lg_img (const char *file_name) |
| const char * | lg_snd (const char *file_name) |
| const char * | lg_mus (const char *file_name) |
| const char * | lg_fnt (const char *file_name) |
| const char * | lg_engine_fnt (const char *file_name) |
| const char * | lg_mesh (const char *file_name) |
| const char * | lg_obj (const char *file_name) |
| const char * | lg_fbx (const char *file_name) |
| const char * | lg_vbo (const char *file_name) |
| const char * | lg_shader (const char *file_name) |
| const char * | lg_engine_shader (const char *file_name) |
| const char * | lg_scene (const char *file_name) |
| const char * | lg_assets_file (const char *sub_path, const char *file_name) |
| const char * | lg_app_wr_file (const char *file_name) |
| void | lg_assets_file_free_buffer () |
=== Data/assets === Also cache dirs
| const char* lg_img | ( | const char * | file_name | ) |
Return full path of file in the IMAGES folder (in assets)
| file_name | File name |
| const char* lg_snd | ( | const char * | file_name | ) |
Return full path of file in the SOUNDS folder (in assets)
| file_name | File name |
| const char* lg_mus | ( | const char * | file_name | ) |
Return full path of file in the MUSIC folder (in assets)
| file_name | File name |
| const char* lg_fnt | ( | const char * | file_name | ) |
Return full path of file in the FONTS folder (in assets)
| file_name | File name |
| const char* lg_engine_fnt | ( | const char * | file_name | ) |
Return full path of file in the ENGINE FONTS folder (in assets)
| file_name | File name |
| const char* lg_mesh | ( | const char * | file_name | ) |
Return full path of file in the MESHES folder (in assets)
| file_name | File name |
| const char* lg_obj | ( | const char * | file_name | ) |
Return full path of file in the MESHES/OBJ folder (in assets)
| file_name | File name |
| const char* lg_fbx | ( | const char * | file_name | ) |
Return full path of file in the MESHES/FBX folder (in assets)
| file_name | File name |
| const char* lg_vbo | ( | const char * | file_name | ) |
Return full path of file in the MESHES/VBO folder (in assets)
The VBO folder actually contains file_name.vbo, plus associated file_name.ibo and file_name.info
| file_name | File name |
| const char* lg_shader | ( | const char * | file_name | ) |
Return full path of file in the SHADERS folder (in assets)
| file_name | File name |
| const char* lg_engine_shader | ( | const char * | file_name | ) |
Return full path of file in the ENGINE SHADERS folder (in assets)
| file_name | File name |
| const char* lg_scene | ( | const char * | file_name | ) |
Return full path of file in the SCENES folder (in assets)
| file_name | File name |
| const char* lg_assets_file | ( | const char * | sub_path, |
| const char * | file_name | ||
| ) |
Return full path of sub_path/file_name in the ASSETS folder
| sub_path | |
| file_name | File name |
| const char* lg_app_wr_file | ( | const char * | file_name | ) |
Return full path of file (or dir) in the APP WRITABLE folder
NOTE: If file_name is empty, the returned writable dir always ends with a '/'
From: https://wiki.libsdl.org/SDL2/SDL_GetPrefPath 'The returned path is guaranteed to end with a path separator'
| file_name | File (or dir) name |
| void lg_assets_file_free_buffer | ( | ) |
Free assets file buffer - called by lg_quit(), you should never call this fuction directly