LibGame  v0.4.0
The LG Game Engine - Copyright (C) 2024-2025 ETMSoftware
lg_dirs_stuff.c File Reference

Functions

const char * lg_img (const char *relative_path)
 
const char * lg_tex (const char *relative_path)
 
const char * lg_snd (const char *relative_path)
 
const char * lg_mus (const char *relative_path)
 
const char * lg_fnt (const char *relative_path)
 
const char * lg_engine_fnt (const char *relative_path)
 
const char * lg_mesh (const char *relative_path)
 
const char * lg_obj (const char *relative_path)
 
const char * lg_fbx (const char *relative_path)
 
const char * lg_bmesh (const char *relative_path)
 
const char * lg_shader (const char *relative_path)
 
const char * lg_engine_shader (const char *relative_path)
 
const char * lg_scene (const char *relative_path)
 
const char * lg_assets_file (const char *sub_path, const char *relative_path)
 
const char * lg_app_wr_file (const char *relative_path)
 
const char * lg_cache_file (const char *sub_path, const char *relative_path)
 
void lg_assets_file_free_buffer ()
 
void lg_cache_file_free_buffer ()
 

Detailed Description

=== Data/assets and cache dirs ===

NEW CONVENTIONS FOR PATHS / FILE NAMES AS FUNC ARGS:

- full_path -> absolute path, include file name
- relative_path -> relative path, include file name = sub_dir1/sub_dir2/.../file_name
- file_name -> basename only, always with extension

Function Documentation

◆ lg_img()

const char* lg_img ( const char *  relative_path)

Return full path of (sub_path/)file_name in the IMAGES folder (in assets)

Parameters
relative_path(sub_path/)file_name
Returns
Full path

◆ lg_tex()

const char* lg_tex ( const char *  relative_path)

Return full path of (sub_path/)file_name in the TEXTURES folder (in assets)

Parameters
relative_path(sub_path/)file_name
Returns
Full path

◆ lg_snd()

const char* lg_snd ( const char *  relative_path)

Return full path of (sub_path/)file_name in the SOUNDS folder (in assets)

Parameters
relative_path(sub_path/)file_name
Returns
Full path

◆ lg_mus()

const char* lg_mus ( const char *  relative_path)

Return full path of (sub_path/)file_name in the MUSIC folder (in assets)

Parameters
relative_path(sub_path/)file_name
Returns
Full path

◆ lg_fnt()

const char* lg_fnt ( const char *  relative_path)

Return full path of (sub_path/)file_name in the FONTS folder (in assets)

Parameters
relative_path(sub_path/)file_name
Returns
Full path

◆ lg_engine_fnt()

const char* lg_engine_fnt ( const char *  relative_path)

Return full path of (sub_path/)file_name in the ENGINE FONTS folder (in assets)

Parameters
relative_path(sub_path/)file_name
Returns
Full path

◆ lg_mesh()

const char* lg_mesh ( const char *  relative_path)

Return full path of (sub_path/)file_name in the MESHES folder (in assets)

Parameters
relative_path(sub_path/)file_name
Returns
Full path

◆ lg_obj()

const char* lg_obj ( const char *  relative_path)

Return full path of (sub_path/)file_name in the MESHES/OBJ folder (in assets)

Parameters
relative_path(sub_path/)file_name
Returns
Full path

◆ lg_fbx()

const char* lg_fbx ( const char *  relative_path)

Return full path of (sub_path/)file_name in the MESHES/FBX folder (in assets)

Parameters
relative_path(sub_path/)file_name
Returns
Full path

◆ lg_bmesh()

const char* lg_bmesh ( const char *  relative_path)

Return full path of (sub_path/)file_name in the MESHES/BMESH folder (in assets)

Parameters
relative_path(sub_path/)file_name
Returns
Full path

◆ lg_shader()

const char* lg_shader ( const char *  relative_path)

Return full path of (sub_path/)file_name in the SHADERS folder (in assets)

Parameters
relative_path(sub_path/)file_name
Returns
Full path

◆ lg_engine_shader()

const char* lg_engine_shader ( const char *  relative_path)

Return full path of (sub_path/)file_name in the ENGINE SHADERS folder (in assets)

Parameters
relative_path(sub_path/)file_name
Returns
Full path

◆ lg_scene()

const char* lg_scene ( const char *  relative_path)

Return full path of (sub_path/)file_name in the SCENES folder (in assets)

Parameters
relative_path(sub_path/)file_name
Returns
Full path

◆ lg_assets_file()

const char* lg_assets_file ( const char *  sub_path,
const char *  relative_path 
)

Return full path of sub_path1/relative_path in the ASSETS folder

(func name is a bit confusing)

Parameters
sub_pathsub_path1
relative_path(sub_path2/)file_name
Returns
Full path

◆ lg_app_wr_file()

const char* lg_app_wr_file ( const char *  relative_path)

Return full path of (sub_path/)file_name (or dir_name) in the APP WRITABLE folder

(func name is a bit confusing)

NOTE: If relative_path 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'

Parameters
relative_path(sub_path/)file_name (or dir_name)
Returns
Full path

◆ lg_cache_file()

const char* lg_cache_file ( const char *  sub_path,
const char *  relative_path 
)

Return full path of sub_path1/relative_path in the CACHE folder

(func name is a bit confusing)

Parameters
sub_pathsub_path1
relative_path(sub_path2/)file_name
Returns
Full path

◆ lg_assets_file_free_buffer()

void lg_assets_file_free_buffer ( )

Free assets file buffer - called by lg_quit(), you should never call this fuction directly

◆ lg_cache_file_free_buffer()

void lg_cache_file_free_buffer ( )

Free cache file buffer - called by lg_quit(), you should never call this fuction directly