9#define SPOB_GFX_SPACE_PATH "gfx/spob/space/"
10#define SPOB_GFX_EXTERIOR_PATH "gfx/spob/exterior/"
11#define GFX_PATH "gfx/"
12#define OVERLAY_GFX_PATH "gfx/overlays/"
13#define GUI_GFX_PATH "gfx/gui/"
14#define PORTRAIT_GFX_PATH "gfx/portraits/"
15#define SHIP_GFX_PATH "gfx/ship/"
16#define SHIP_3DGFX_PATH "gfx/ship/3d/"
17#define OUTFIT_GFX_PATH "gfx/outfit/"
18#define SPFX_GFX_PATH "gfx/spfx/"
19#define FACTION_LOGO_PATH "gfx/logo/"
20#define SOUND_PATH "snd/sounds/"
21#define COMMODITY_GFX_PATH "gfx/commodity/"
22#define MAP_DECORATOR_GFX_PATH "gfx/map/"
23#define SHIP_POLYGON_PATH "gfx/ship_polygon/"
24#define OUTFIT_POLYGON_PATH "gfx/outfit/space_polygon/"
25#define ASTEROID_POLYGON_PATH "gfx/spob/space/asteroid_polygon/"
27#define FACTION_DATA_PATH "factions/"
28#define MISSION_DATA_PATH "missions/"
29#define EVENT_DATA_PATH "events/"
30#define UNIDIFF_DATA_PATH "unidiff/"
31#define SPFX_DATA_PATH "spfx/"
32#define DTYPE_DATA_PATH "damagetype/"
33#define SP_DATA_PATH "slots/"
34#define COMMODITY_DATA_PATH "commodities/"
35#define TECH_DATA_PATH "tech/"
36#define ASTEROID_TYPES_DATA_PATH "asteroids/types/"
37#define ASTEROID_GROUPS_DATA_PATH "asteroids/groups/"
38#define MAP_DECORATOR_DATA_PATH "map_decorator/"
39#define TRAIL_DATA_PATH "trails/"
41#define MISSION_LUA_PATH "missions/"
42#define EVENT_LUA_PATH "events/"
43#define OUTFIT_DATA_PATH "outfits/"
44#define EFFECT_DATA_PATH "effects/"
45#define MAP_DATA_PATH "outfits/maps/"
46#define SPOB_DATA_PATH "spob/"
47#define VIRTUALSPOB_DATA_PATH "spob_virtual/"
48#define SYSTEM_DATA_PATH "ssys/"
49#define SHIP_DATA_PATH "ships/"
51#define LUA_COMMON_PATH "common.lua"
52#define LOADSCREEN_DATA_PATH "loadscreen.lua"
54#define MUSIC_PATH "snd/music/"
55#define MUSIC_LUA_PATH "snd/music.lua"
57#define START_DATA_PATH "start.xml"
63#define FONT_PATH_PREFIX "fonts/"
64#define FONT_DEFAULT_PATH N_("Cabin-SemiBold.otf,NanumBarunGothicBold.ttf,SourceCodePro-Semibold.ttf,IBMPlexSansJP-Medium.otf")
65#define FONT_MONOSPACE_PATH N_("SourceCodePro-Semibold.ttf,D2CodingBold.ttf,IBMPlexSansJP-Medium.otf")
67#define LUA_INCLUDE_PATH "scripts/"
70#define GLSL_PATH "glsl/"
72#define AI_EQUIP_PATH "factions/equip/generic.lua"
73#define GUI_PATH "gui/"
74#define FACTIONS_PATH "factions/"
75#define GETTEXT_PATH "gettext/"
76#define GETTEXT_STATS_PATH "gettext_stats/"
77#define BACKGROUND_PATH "bkg/"
78#define INTRO_PATH "intro"
79#define RESCUE_PATH "rescue.lua"
80#define AUTOEQUIP_PATH "autoequip.lua"
81#define COMM_PATH "comm.lua"
82#define BOARD_PATH "board.lua"
83#define SAVE_UPDATER_PATH "save_updater.lua"
84#define DIFFICULTY_PATH "difficulty/"
88void*
ndata_read(
const char* filename,
size_t *filesize );
int ndata_backupIfExists(const char *path)
Backup a file, if it exists.
void ndata_setupReadDirs(void)
Sets up the PhysicsFS search path.
int ndata_copyIfExists(const char *file1, const char *file2)
Copy a file, if it exists.
void ndata_setupWriteDir(void)
Gets Naev's data path (for user data such as saves and screenshots)
void * ndata_read(const char *path, size_t *filesize)
Reads a file from the ndata (will be NUL terminated).
int ndata_matchExt(const char *path, const char *ext)
Sees if a file matches an extension.
char ** ndata_listRecursive(const char *path)
Lists all the visible files in a directory, at any depth.
int ndata_getPathDefault(char *path, int len, const char *default_path, const char *filename)
Tries to see if a file is in a default path before seeing if it is an absolute path.