|
void | yourgame_internal::file::desktop::initFile () |
|
std::string | yourgame::file::getAssetFilePath (const std::string &pathRelative="") |
| returns the full (absolut) path to the assets directory, extended by pathRelative
|
|
std::string | yourgame::file::getBasePath (const std::string &pathRelative="") |
| returns the full (absolut) path to the executable (base), extended by pathRelative
|
|
int | yourgame::file::readAssetFile (const std::string &filename, std::vector< uint8_t > &dst) |
| reads an entire file (from asset file location) and returns it as a vector of bytes
|
|
int | yourgame::file::readProjectFile (const std::string &filename, std::vector< uint8_t > &dst) |
| reads an entire file (from project file location) and returns it as a vector of bytes
|
|
void | yourgame::file::setProjectPath (const std::string &path) |
| sets path as current project directory
|
|
std::string | yourgame::file::getProjectFilePath (const std::string &pathRelative="") |
| returns the full (absolut) path to the current project directory, extended by pathRelative
|
|
int | yourgame::file::writeProjectFile (const std::string &filename, const void *data, size_t numBytes) |
| writes numBytes bytes from data to a file called filename in the project file location. overwrites the file if it exists
|
|
int | yourgame::file::writeAssetFile (const std::string &filename, const void *data, size_t numBytes) |
| writes numBytes bytes from data to a file called filename in the asset file location. overwrites the file if it exists
|
|
std::vector< std::string > | yourgame::file::ls (const std::string &pattern) |
| returns list of directory content. accepts prefixes like readFile() does. accepts wildcard "*" for files (after last / in pattern)
|
|