The idea here is that we can package a game in a custom bundle using the scummvm executable, and use the game name as bundle name. It will then use its own config and log files rather than share the ones from the standalone ScummVM app.
36 lines
1.3 KiB
C
36 lines
1.3 KiB
C
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef PLATFORM_SDL_MACOSX_WRAPPER_H
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#define PLATFORM_SDL_MACOSX_WRAPPER_H
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#include <common/str.h>
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#include <common/ustr.h>
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bool hasTextInClipboardMacOSX();
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Common::U32String getTextFromClipboardMacOSX();
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bool setTextInClipboardMacOSX(const Common::U32String &text);
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Common::String getDesktopPathMacOSX();
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Common::String getResourceAppBundlePathMacOSX();
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Common::String getAppSupportPathMacOSX();
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Common::String getMacBundleName();
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#endif
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