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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 *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 () |
=== Data/assets and cache dirs ===
NEW CONVENTIONS FOR PATHS / FILE NAMES AS FUNC ARGS:
| const char* lg_img | ( | const char * | relative_path | ) |
Return full path of (sub_path/)file_name in the IMAGES folder (in assets)
| relative_path | (sub_path/)file_name |
| const char* lg_tex | ( | const char * | relative_path | ) |
Return full path of (sub_path/)file_name in the TEXTURES folder (in assets)
| relative_path | (sub_path/)file_name |
| const char* lg_snd | ( | const char * | relative_path | ) |
Return full path of (sub_path/)file_name in the SOUNDS folder (in assets)
| relative_path | (sub_path/)file_name |
| const char* lg_mus | ( | const char * | relative_path | ) |
Return full path of (sub_path/)file_name in the MUSIC folder (in assets)
| relative_path | (sub_path/)file_name |
| const char* lg_fnt | ( | const char * | relative_path | ) |
Return full path of (sub_path/)file_name in the FONTS folder (in assets)
| relative_path | (sub_path/)file_name |
| const char* lg_engine_fnt | ( | const char * | relative_path | ) |
Return full path of (sub_path/)file_name in the ENGINE FONTS folder (in assets)
| relative_path | (sub_path/)file_name |
| const char* lg_mesh | ( | const char * | relative_path | ) |
Return full path of (sub_path/)file_name in the MESHES folder (in assets)
| relative_path | (sub_path/)file_name |
| const char* lg_obj | ( | const char * | relative_path | ) |
Return full path of (sub_path/)file_name in the MESHES/OBJ folder (in assets)
| relative_path | (sub_path/)file_name |
| const char* lg_fbx | ( | const char * | relative_path | ) |
Return full path of (sub_path/)file_name in the MESHES/FBX folder (in assets)
| relative_path | (sub_path/)file_name |
| const char* lg_bmesh | ( | const char * | relative_path | ) |
Return full path of (sub_path/)file_name in the MESHES/BMESH folder (in assets)
| relative_path | (sub_path/)file_name |
| const char* lg_shader | ( | const char * | relative_path | ) |
Return full path of (sub_path/)file_name in the SHADERS folder (in assets)
| relative_path | (sub_path/)file_name |
| const char* lg_engine_shader | ( | const char * | relative_path | ) |
Return full path of (sub_path/)file_name in the ENGINE SHADERS folder (in assets)
| relative_path | (sub_path/)file_name |
| const char* lg_scene | ( | const char * | relative_path | ) |
Return full path of (sub_path/)file_name in the SCENES folder (in assets)
| relative_path | (sub_path/)file_name |
| 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)
| sub_path | sub_path1 |
| relative_path | (sub_path2/)file_name |
| 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'
| relative_path | (sub_path/)file_name (or dir_name) |
| 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)
| sub_path | sub_path1 |
| relative_path | (sub_path2/)file_name |
| void lg_assets_file_free_buffer | ( | ) |
Free assets file buffer - called by lg_quit(), you should never call this fuction directly
| void lg_cache_file_free_buffer | ( | ) |
Free cache file buffer - called by lg_quit(), you should never call this fuction directly