#pragma once // Where things live on disk. // // Assets: a release package keeps them next to the executables // (`/assets` for the game, `/engine` for the engine's shaders, // fonts, textures and models); a development build falls back to the source // checkout paths baked in by CMake (BS_ASSET_DIR / HD2D_ENGINE_ASSET_DIR). #include #include namespace bs { std::filesystem::path executableDir(); // %APPDATA%\brandling-safari on Windows, $XDG_DATA_HOME/brandling-safari or // ~/.local/share/brandling-safari elsewhere. Created if missing. std::filesystem::path userDataDir(); // Game asset root (contains characters/manifest.json). const std::string& gameAssetDir(); } // namespace bs