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https://github.com/libsdl-org/SDL.git
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@@ -1,262 +0,0 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
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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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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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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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#include "SDL_internal.h"
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/* TODO, WinRT: remove the need to compile this with C++/CX (/ZW) extensions, and if possible, without C++ at all
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*/
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#ifdef SDL_PLATFORM_WINRT
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/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
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// System dependent filesystem routines
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extern "C" {
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#include "../../core/windows/SDL_windows.h"
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#include "../SDL_sysfilesystem.h"
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}
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#include <string>
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#include <unordered_map>
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using namespace std;
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using namespace Windows::Storage;
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static const wchar_t *SDL_GetWinRTFSPathUNICODE(SDL_WinRT_Path pathType)
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{
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switch (pathType) {
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case SDL_WINRT_PATH_INSTALLED_LOCATION:
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{
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static wstring path;
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if (path.empty()) {
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#if defined(NTDDI_WIN10_19H1) && (NTDDI_VERSION >= NTDDI_WIN10_19H1) && (WINAPI_FAMILY == WINAPI_FAMILY_PC_APP) // Only PC supports mods
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// Windows 1903 supports mods, via the EffectiveLocation API
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if (Windows::Foundation::Metadata::ApiInformation::IsApiContractPresent("Windows.Foundation.UniversalApiContract", 8, 0)) {
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path = Windows::ApplicationModel::Package::Current->EffectiveLocation->Path->Data();
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} else {
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path = Windows::ApplicationModel::Package::Current->InstalledLocation->Path->Data();
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}
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#else
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path = Windows::ApplicationModel::Package::Current->InstalledLocation->Path->Data();
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#endif
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}
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return path.c_str();
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}
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case SDL_WINRT_PATH_LOCAL_FOLDER:
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{
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static wstring path;
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if (path.empty()) {
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path = ApplicationData::Current->LocalFolder->Path->Data();
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}
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return path.c_str();
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}
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#if !SDL_WINAPI_FAMILY_PHONE || NTDDI_VERSION > NTDDI_WIN8
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case SDL_WINRT_PATH_ROAMING_FOLDER:
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{
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static wstring path;
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if (path.empty()) {
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path = ApplicationData::Current->RoamingFolder->Path->Data();
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}
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return path.c_str();
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}
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case SDL_WINRT_PATH_TEMP_FOLDER:
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{
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static wstring path;
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if (path.empty()) {
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path = ApplicationData::Current->TemporaryFolder->Path->Data();
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}
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return path.c_str();
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}
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#endif
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default:
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break;
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}
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SDL_Unsupported();
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return NULL;
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}
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extern "C" const char *SDL_GetWinRTFSPath(SDL_WinRT_Path pathType)
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{
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typedef unordered_map<SDL_WinRT_Path, string> UTF8PathMap;
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static UTF8PathMap utf8Paths;
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UTF8PathMap::iterator searchResult = utf8Paths.find(pathType);
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if (searchResult != utf8Paths.end()) {
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return searchResult->second.c_str();
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}
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const wchar_t *ucs2Path = SDL_GetWinRTFSPathUNICODE(pathType);
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if (!ucs2Path) {
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return NULL;
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}
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char *utf8Path = WIN_StringToUTF8W(ucs2Path);
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utf8Paths[pathType] = utf8Path;
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SDL_free(utf8Path);
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return SDL_GetPersistentString(utf8Paths[pathType].c_str());
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}
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extern "C" char *SDL_SYS_GetBasePath(void)
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{
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const char *srcPath = SDL_GetWinRTFSPath(SDL_WINRT_PATH_INSTALLED_LOCATION);
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size_t destPathLen;
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char *destPath = NULL;
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if (!srcPath) {
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SDL_SetError("Couldn't locate our basepath: %s", SDL_GetError());
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return NULL;
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}
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destPathLen = SDL_strlen(srcPath) + 2;
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destPath = (char *)SDL_malloc(destPathLen);
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if (!destPath) {
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return NULL;
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}
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SDL_snprintf(destPath, destPathLen, "%s\\", srcPath);
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return destPath;
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}
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extern "C" char *SDL_SYS_GetPrefPath(const char *org, const char *app)
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{
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/* WinRT note: The 'SHGetFolderPath' API that is used in Windows 7 and
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* earlier is not available on WinRT or Windows Phone. WinRT provides
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* a similar API, but SHGetFolderPath can't be called, at least not
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* without violating Microsoft's app-store requirements.
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*/
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const WCHAR *srcPath = NULL;
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WCHAR path[MAX_PATH];
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char *result = NULL;
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WCHAR *worg = NULL;
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WCHAR *wapp = NULL;
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size_t new_wpath_len = 0;
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BOOL api_result = FALSE;
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if (!app) {
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SDL_InvalidParamError("app");
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return NULL;
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}
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if (!org) {
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org = "";
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}
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srcPath = SDL_GetWinRTFSPathUNICODE(SDL_WINRT_PATH_LOCAL_FOLDER);
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if (!srcPath) {
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SDL_SetError("Unable to find a source path");
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return NULL;
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}
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if (SDL_wcslen(srcPath) >= MAX_PATH) {
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SDL_SetError("Path too long.");
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return NULL;
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}
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SDL_wcslcpy(path, srcPath, SDL_arraysize(path));
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worg = WIN_UTF8ToStringW(org);
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if (!worg) {
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return NULL;
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}
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wapp = WIN_UTF8ToStringW(app);
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if (!wapp) {
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SDL_free(worg);
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return NULL;
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}
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new_wpath_len = SDL_wcslen(worg) + SDL_wcslen(wapp) + SDL_wcslen(path) + 3;
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if ((new_wpath_len + 1) > MAX_PATH) {
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SDL_free(worg);
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SDL_free(wapp);
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SDL_SetError("Path too long.");
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return NULL;
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}
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if (*worg) {
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SDL_wcslcat(path, L"\\", new_wpath_len + 1);
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SDL_wcslcat(path, worg, new_wpath_len + 1);
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SDL_free(worg);
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}
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api_result = CreateDirectoryW(path, NULL);
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if (api_result == FALSE) {
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if (GetLastError() != ERROR_ALREADY_EXISTS) {
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SDL_free(wapp);
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WIN_SetError("Couldn't create a prefpath.");
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return NULL;
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}
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}
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SDL_wcslcat(path, L"\\", new_wpath_len + 1);
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SDL_wcslcat(path, wapp, new_wpath_len + 1);
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SDL_free(wapp);
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api_result = CreateDirectoryW(path, NULL);
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if (api_result == FALSE) {
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if (GetLastError() != ERROR_ALREADY_EXISTS) {
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WIN_SetError("Couldn't create a prefpath.");
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return NULL;
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}
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}
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SDL_wcslcat(path, L"\\", new_wpath_len + 1);
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result = WIN_StringToUTF8W(path);
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return result;
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}
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char *SDL_SYS_GetUserFolder(SDL_Folder folder)
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{
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wstring wpath;
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switch (folder) {
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#define CASEPATH(sym, var) case sym: wpath = Windows::Storage::UserDataPaths::GetDefault()->var->Data(); break
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CASEPATH(SDL_FOLDER_HOME, Profile);
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CASEPATH(SDL_FOLDER_DESKTOP, Desktop);
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CASEPATH(SDL_FOLDER_DOCUMENTS, Documents);
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CASEPATH(SDL_FOLDER_DOWNLOADS, Downloads);
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CASEPATH(SDL_FOLDER_MUSIC, Music);
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CASEPATH(SDL_FOLDER_PICTURES, Pictures);
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CASEPATH(SDL_FOLDER_SCREENSHOTS, Screenshots);
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CASEPATH(SDL_FOLDER_TEMPLATES, Templates);
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CASEPATH(SDL_FOLDER_VIDEOS, Videos);
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#undef CASEPATH
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#define UNSUPPPORTED_CASEPATH(sym) SDL_SetError("The %s folder is unsupported on WinRT", #sym); return NULL;
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UNSUPPPORTED_CASEPATH(SDL_FOLDER_PUBLICSHARE);
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UNSUPPPORTED_CASEPATH(SDL_FOLDER_SAVEDGAMES);
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#undef UNSUPPPORTED_CASEPATH
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default:
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SDL_SetError("Invalid SDL_Folder: %d", (int)folder);
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return NULL;
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};
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wpath += L"\\";
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return WIN_StringToUTF8W(wpath.c_str());
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}
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#endif // SDL_PLATFORM_WINRT
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