Merge commit 'dec0d4ec4153bf9fc2b78ae6c2df45b6ea8dde7a' as 'external/sdl/SDL'
This commit is contained in:
242
external/sdl/SDL/src/filesystem/cocoa/SDL_sysfilesystem.m
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242
external/sdl/SDL/src/filesystem/cocoa/SDL_sysfilesystem.m
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2023 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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#ifdef SDL_FILESYSTEM_COCOA
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/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
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/* System dependent filesystem routines */
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#include <Foundation/Foundation.h>
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#include <sys/stat.h>
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#include <sys/types.h>
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char *SDL_GetBasePath(void)
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{
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@autoreleasepool {
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NSBundle *bundle = [NSBundle mainBundle];
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const char *baseType = [[[bundle infoDictionary] objectForKey:@"SDL_FILESYSTEM_BASE_DIR_TYPE"] UTF8String];
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const char *base = NULL;
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char *retval = NULL;
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if (baseType == NULL) {
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baseType = "resource";
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}
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if (SDL_strcasecmp(baseType, "bundle") == 0) {
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base = [[bundle bundlePath] fileSystemRepresentation];
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} else if (SDL_strcasecmp(baseType, "parent") == 0) {
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base = [[[bundle bundlePath] stringByDeletingLastPathComponent] fileSystemRepresentation];
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} else {
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/* this returns the exedir for non-bundled and the resourceDir for bundled apps */
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base = [[bundle resourcePath] fileSystemRepresentation];
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}
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if (base) {
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const size_t len = SDL_strlen(base) + 2;
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retval = (char *)SDL_malloc(len);
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if (retval == NULL) {
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SDL_OutOfMemory();
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} else {
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SDL_snprintf(retval, len, "%s/", base);
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}
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}
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return retval;
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}
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}
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char *SDL_GetPrefPath(const char *org, const char *app)
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{
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@autoreleasepool {
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char *retval = NULL;
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NSArray *array;
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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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#if !TARGET_OS_TV
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array = NSSearchPathForDirectoriesInDomains(NSApplicationSupportDirectory, NSUserDomainMask, YES);
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#else
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/* tvOS does not have persistent local storage!
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* The only place on-device where we can store data is
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* a cache directory that the OS can empty at any time.
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*
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* It's therefore very likely that save data will be erased
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* between sessions. If you want your app's save data to
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* actually stick around, you'll need to use iCloud storage.
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*/
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{
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static SDL_bool shown = SDL_FALSE;
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if (!shown) {
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shown = SDL_TRUE;
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SDL_LogCritical(SDL_LOG_CATEGORY_SYSTEM, "tvOS does not have persistent local storage! Use iCloud storage if you want your data to persist between sessions.\n");
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}
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}
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array = NSSearchPathForDirectoriesInDomains(NSCachesDirectory, NSUserDomainMask, YES);
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#endif /* !TARGET_OS_TV */
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if ([array count] > 0) { /* we only want the first item in the list. */
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NSString *str = [array objectAtIndex:0];
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const char *base = [str fileSystemRepresentation];
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if (base) {
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const size_t len = SDL_strlen(base) + SDL_strlen(org) + SDL_strlen(app) + 4;
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retval = (char *)SDL_malloc(len);
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if (retval == NULL) {
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SDL_OutOfMemory();
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} else {
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char *ptr;
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if (*org) {
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SDL_snprintf(retval, len, "%s/%s/%s/", base, org, app);
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} else {
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SDL_snprintf(retval, len, "%s/%s/", base, app);
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}
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for (ptr = retval + 1; *ptr; ptr++) {
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if (*ptr == '/') {
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*ptr = '\0';
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mkdir(retval, 0700);
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*ptr = '/';
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}
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}
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mkdir(retval, 0700);
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}
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}
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}
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return retval;
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}
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}
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char *SDL_GetPath(SDL_Folder folder)
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{
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@autoreleasepool {
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#if TARGET_OS_TV
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SDL_SetError("tvOS does not have persistent storage");
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return NULL;
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#else
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char *retval = NULL;
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const char* base;
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NSArray *array;
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NSSearchPathDirectory dir;
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NSString *str;
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char *ptr;
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switch (folder) {
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case SDL_FOLDER_HOME:
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base = SDL_getenv("HOME");
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if (!base) {
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SDL_SetError("No $HOME environment variable available");
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}
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retval = SDL_strdup(base);
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if (!retval) {
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SDL_OutOfMemory();
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}
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return retval;
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case SDL_FOLDER_DESKTOP:
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dir = NSDesktopDirectory;
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break;
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case SDL_FOLDER_DOCUMENTS:
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dir = NSDocumentDirectory;
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break;
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case SDL_FOLDER_DOWNLOADS:
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dir = NSDownloadsDirectory;
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break;
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case SDL_FOLDER_MUSIC:
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dir = NSMusicDirectory;
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break;
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case SDL_FOLDER_PICTURES:
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dir = NSPicturesDirectory;
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break;
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case SDL_FOLDER_PUBLICSHARE:
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dir = NSSharedPublicDirectory;
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break;
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case SDL_FOLDER_SAVEDGAMES:
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SDL_SetError("Saved games folder not supported on Cocoa");
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return NULL;
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case SDL_FOLDER_SCREENSHOTS:
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SDL_SetError("Screenshots folder not supported on Cocoa");
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return NULL;
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case SDL_FOLDER_TEMPLATES:
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SDL_SetError("Templates folder not supported on Cocoa");
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return NULL;
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case SDL_FOLDER_VIDEOS:
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dir = NSMoviesDirectory;
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break;
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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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array = NSSearchPathForDirectoriesInDomains(dir, NSUserDomainMask, YES);
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if ([array count] <= 0) {
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SDL_SetError("Directory not found");
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return NULL;
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}
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str = [array objectAtIndex:0];
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base = [str fileSystemRepresentation];
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if (!base) {
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SDL_SetError("Couldn't get folder path");
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return NULL;
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}
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retval = SDL_strdup(base);
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if (retval == NULL) {
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SDL_OutOfMemory();
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return NULL;
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}
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for (ptr = retval + 1; *ptr; ptr++) {
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if (*ptr == '/') {
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*ptr = '\0';
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mkdir(retval, 0700);
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*ptr = '/';
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}
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}
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mkdir(retval, 0700);
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return retval;
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#endif /* TARGET_OS_TV */
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}
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}
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#endif /* SDL_FILESYSTEM_COCOA */
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