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test/intern/ghost/intern/GHOST_Path-api.cpp
Campbell Barton c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
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Follow the SPDX license specification: https://spdx.org/licenses

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While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
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doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00

56 lines
1.5 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2010 Blender Foundation. All rights reserved. */
/** \file
* \ingroup GHOST
*/
#include <cstdio>
#include "GHOST_ISystemPaths.h"
#include "GHOST_Path-api.h"
#include "GHOST_Types.h"
#include "intern/GHOST_Debug.h"
GHOST_TSuccess GHOST_CreateSystemPaths(void)
{
return GHOST_ISystemPaths::create();
}
GHOST_TSuccess GHOST_DisposeSystemPaths(void)
{
return GHOST_ISystemPaths::dispose();
}
const char *GHOST_getSystemDir(int version, const char *versionstr)
{
GHOST_ISystemPaths *systemPaths = GHOST_ISystemPaths::get();
return systemPaths ? systemPaths->getSystemDir(version, versionstr) : NULL;
}
const char *GHOST_getUserDir(int version, const char *versionstr)
{
GHOST_ISystemPaths *systemPaths = GHOST_ISystemPaths::get();
return systemPaths ? systemPaths->getUserDir(version, versionstr) : NULL; /* shouldn't be NULL */
}
const char *GHOST_getUserSpecialDir(GHOST_TUserSpecialDirTypes type)
{
GHOST_ISystemPaths *systemPaths = GHOST_ISystemPaths::get();
return systemPaths ? systemPaths->getUserSpecialDir(type) : NULL; /* shouldn't be NULL */
}
const char *GHOST_getBinaryDir()
{
GHOST_ISystemPaths *systemPaths = GHOST_ISystemPaths::get();
return systemPaths ? systemPaths->getBinaryDir() : NULL; /* shouldn't be NULL */
}
void GHOST_addToSystemRecentFiles(const char *filename)
{
GHOST_ISystemPaths *systemPaths = GHOST_ISystemPaths::get();
if (systemPaths) {
systemPaths->addToSystemRecentFiles(filename);
}
}