The storage API is a high-level API designed to abstract away the portability issues that come up when using something lower-level (in SDL's case, this sits on top of the [Filesystem](CategoryFilesystem) and [IOStream](CategoryIOStream) subsystems).
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| Storage | SDL::OpenTitleStorage (StringParam override, PropertiesParam props) |
| | Opens up a read-only container for the application's filesystem. More...
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| Storage | SDL::OpenUserStorage (StringParam org, StringParam app, PropertiesParam props) |
| | Opens up a container for a user's unique read/write filesystem. More...
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| Storage | SDL::OpenFileStorage (StringParam path) |
| | Opens up a container for local filesystem storage. More...
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| Storage | SDL::OpenStorage (const StorageInterface &iface, void *userdata) |
| | Opens up a container using a client-provided storage interface. More...
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| bool | SDL::CloseStorage (StorageRaw storage) |
| | Closes and frees a storage container. More...
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| bool | SDL::StorageReady (StorageParam storage) |
| | Checks if the storage container is ready to use. More...
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| std::optional< Uint64 > | SDL::GetStorageFileSize (StorageParam storage, StringParam path) |
| | Query the size of a file within a storage container. More...
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| bool | SDL::ReadStorageFile (StorageParam storage, StringParam path, TargetBytes destination) |
| | Synchronously read a file from a storage container into a client-provided buffer. More...
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| std::string | SDL::ReadStorageFile (StorageParam storage, StringParam path) |
| | Synchronously read a file from a storage container into a client-provided buffer. More...
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| template<class T > |
| std::vector< T > | SDL::ReadStorageFileAs (StorageParam storage, StringParam path) |
| | Synchronously read a file from a storage container into a client-provided buffer. More...
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| void | SDL::WriteStorageFile (StorageParam storage, StringParam path, SourceBytes source) |
| | Synchronously write a file from client memory into a storage container. More...
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| void | SDL::CreateStorageDirectory (StorageParam storage, StringParam path) |
| | Create a directory in a writable storage container. More...
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| void | SDL::EnumerateStorageDirectory (StorageParam storage, StringParam path, EnumerateDirectoryCallback callback, void *userdata) |
| | Enumerate a directory in a storage container through a callback function. More...
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| void | SDL::EnumerateStorageDirectory (StorageParam storage, StringParam path, EnumerateDirectoryCB callback) |
| | Enumerate a directory in a storage container through a callback function. More...
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| std::vector< Path > | SDL::EnumerateStorageDirectory (StorageParam storage, StringParam path) |
| | Enumerate a directory in a storage container through a callback function. More...
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| void | SDL::RemoveStoragePath (StorageParam storage, StringParam path) |
| | Remove a file or an empty directory in a writable storage container. More...
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| void | SDL::RenameStoragePath (StorageParam storage, StringParam oldpath, StringParam newpath) |
| | Rename a file or directory in a writable storage container. More...
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| void | SDL::CopyStorageFile (StorageParam storage, StringParam oldpath, StringParam newpath) |
| | Copy a file in a writable storage container. More...
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| PathInfo | SDL::GetStoragePathInfo (StorageParam storage, StringParam path) |
| | Get information about a filesystem path in a storage container. More...
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| Uint64 | SDL::GetStorageSpaceRemaining (StorageParam storage) |
| | Queries the remaining space in a storage container. More...
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| OwnArray< char * > | SDL::GlobStorageDirectory (StorageParam storage, StringParam path, StringParam pattern, GlobFlags flags) |
| | Enumerate a directory tree, filtered by pattern, and return a list. More...
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| bool | SDL::Storage::Close () |
| | Closes and frees a storage container. More...
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| bool | SDL::Storage::Ready () |
| | Checks if the storage container is ready to use. More...
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| std::optional< Uint64 > | SDL::Storage::GetFileSize (StringParam path) |
| | Query the size of a file within a storage container. More...
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| bool | SDL::Storage::ReadFile (StringParam path, TargetBytes destination) |
| | Synchronously read a file from a storage container into a client-provided buffer. More...
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| std::string | SDL::Storage::ReadFile (StringParam path) |
| | Synchronously read a file from a storage container into a client-provided buffer. More...
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| template<class T > |
| std::vector< T > | SDL::Storage::ReadFileAs (StringParam path) |
| | Synchronously read a file from a storage container into a client-provided buffer. More...
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| void | SDL::Storage::WriteFile (StringParam path, SourceBytes source) |
| | Synchronously write a file from client memory into a storage container. More...
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| void | SDL::Storage::CreateDirectory (StringParam path) |
| | Create a directory in a writable storage container. More...
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| void | SDL::Storage::EnumerateDirectory (StringParam path, EnumerateDirectoryCallback callback, void *userdata) |
| | Enumerate a directory in a storage container through a callback function. More...
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| std::vector< Path > | SDL::Storage::EnumerateDirectory (StringParam path) |
| | Enumerate a directory in a storage container through a callback function. More...
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| void | SDL::Storage::EnumerateDirectory (StringParam path, EnumerateDirectoryCB callback) |
| | Enumerate a directory in a storage container through a callback function. More...
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| void | SDL::Storage::RemovePath (StringParam path) |
| | Remove a file or an empty directory in a writable storage container. More...
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| void | SDL::Storage::RenamePath (StringParam oldpath, StringParam newpath) |
| | Rename a file or directory in a writable storage container. More...
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| void | SDL::Storage::CopyFile (StringParam oldpath, StringParam newpath) |
| | Copy a file in a writable storage container. More...
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| PathInfo | SDL::Storage::GetPathInfo (StringParam path) |
| | Get information about a filesystem path in a storage container. More...
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| Uint64 | SDL::Storage::GetSpaceRemaining () |
| | Queries the remaining space in a storage container. More...
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| OwnArray< char * > | SDL::Storage::GlobDirectory (StringParam path, StringParam pattern, GlobFlags flags) |
| | Enumerate a directory tree, filtered by pattern, and return a list. More...
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It is significantly more restrictive than a typical filesystem API, for a number of reasons:
- What to Access: A common pitfall with existing filesystem APIs is the assumption that all storage is monolithic. However, many other platforms (game consoles in particular) are more strict about what type of filesystem is being accessed; for example, game content and user data are usually two separate storage devices with entirely different characteristics (and possibly different low-level APIs altogether!).
- How to Access: Another common mistake is applications assuming that all storage is universally writeable - again, many platforms treat game content and user data as two separate storage devices, and only user data is writeable while game content is read-only.
- When to Access: The most common portability issue with filesystem access is timing - you cannot always assume that the storage device is always accessible all of the time, nor can you assume that there are no limits to how long you have access to a particular device.
Consider the following example:
void ReadGameData(void)
{
extern char** fileNames;
extern size_t numFiles;
for (size_t i = 0; i < numFiles; i += 1) {
FILE *data = fopen(fileNames[i], "rwb");
if (data == nullptr) {
} else {
fclose(data);
}
}
}
void ReadSave(void)
{
FILE *save = fopen("saves/save0.sav", "rb");
if (save == nullptr) {
} else {
fclose(save);
}
}
void WriteSave(void)
{
FILE *save = fopen("saves/save0.sav", "wb");
if (save == nullptr) {
} else {
fclose(save);
}
}
Going over the bullet points again:
- What to Access: This code accesses a global filesystem; game data and saves are all presumed to be in the current working directory (which may or may not be the game's installation folder!).
- How to Access: This code assumes that content paths are writeable, and that save data is also writeable despite being in the same location as the game data.
- When to Access: This code assumes that they can be called at any time, since the filesystem is always accessible and has no limits on how long the filesystem is being accessed.
Due to these assumptions, the filesystem code is not portable and will fail under these common scenarios:
- The game is installed on a device that is read-only, both content loading and game saves will fail or crash outright
- Game/User storage is not implicitly mounted, so no files will be found for either scenario when a platform requires explicitly mounting filesystems
- Save data may not be safe since the I/O is not being flushed or validated, so an error occurring elsewhere in the program may result in missing/corrupted save data
When using Storage, these types of problems are virtually impossible to trip over:
void ReadGameData(void)
{
extern char** fileNames;
extern size_t numFiles;
Storage title(nullptr, 0);
if (title == nullptr) {
}
while (!title.Ready()) {
}
for (size_t i = 0; i < numFiles; i += 1) {
void* dst;
Uint64 dstLen = title.GetSize(fileNames[i]);
if (dstLen > 0) {
if (title.ReadFile(fileNames[i], dst, dstLen)) {
} else {
}
} else {
}
}
}
void ReadSave(void)
{
Storage user("libsdl", "Storage Example", 0);
if (user == nullptr) {
}
while (!user.Ready()) {
}
Uint64 saveLen = user.GetFileSize();
if (saveLen > 0) {
if (user.ReadFile("save0.sav", dst, saveLen)) {
} else {
}
} else {
}
}
void WriteSave(void)
{
Storage user("libsdl", "Storage Example", 0);
if (user == nullptr) {
}
while (!user.Ready()) {
}
extern void *saveData;
if (!user.WriteFile("save0.sav", saveData, saveLen)) {
}
}
void * malloc(size_t size)
Allocate uninitialized memory.
Definition: SDL3pp_stdinc.h:646
::Uint64 Uint64
An unsigned 64-bit integer type.
Definition: SDL3pp_stdinc.h:373
void free(void *mem)
Free allocated memory.
Definition: SDL3pp_stdinc.h:734
void Delay(std::chrono::nanoseconds duration)
Wait a specified duration before returning.
Definition: SDL3pp_timer.h:102
Note the improvements that Storage makes:
- What to Access: This code explicitly reads from a title or user storage device based on the context of the function.
- How to Access: This code explicitly uses either a read or write function based on the context of the function.
- When to Access: This code explicitly opens the device when it needs to, and closes it when it is finished working with the filesystem.
The result is an application that is significantly more robust against the increasing demands of platforms and their filesystems!
A publicly available example of an Storage backend is the Steam Cloud backend - you can initialize Steamworks when starting the program, and then SDL will recognize that Steamworks is initialized and automatically use ISteamRemoteStorage when the application opens user storage. More importantly, when you open storage it knows to begin a "batch" of filesystem operations, and when you close storage it knows to end and flush the batch. This is used by Steam to support Dynamic Cloud Sync ; users can save data on one PC, put the device to sleep, and then continue playing on another PC (and vice versa) with the save data fully synchronized across all devices, allowing for a seamless experience without having to do full restarts of the program.
Notes on valid paths
All paths in the Storage API use Unix-style path separators ('/'). Using a different path separator will not work, even if the underlying platform would otherwise accept it. This is to keep code using the Storage API portable between platforms and Storage implementations and simplify app code.
Paths with relative directories ("." and "..") are forbidden by the Storage API.
All valid UTF-8 strings (discounting the nullptr terminator character and the '/' path separator) are usable for filenames, however, an underlying Storage implementation may not support particularly strange sequences and refuse to create files with those names, etc.
◆ StorageInterface
Apps that want to supply a custom implementation of Storage will fill in all the functions in this struct, and then pass it to Storage.Storage to create a custom Storage object.
It is not usually necessary to do this; SDL provides standard implementations for many things you might expect to do with an Storage.
This structure should be initialized using InitInterface()
- Since
- This struct is available since SDL 3.2.0.
- See also
- InitInterface
◆ Close()
| bool SDL::Storage::Close |
( |
| ) |
|
|
inline |
- Returns
- true if the container was freed with no errors, false otherwise; call GetError() for more information. Even if the function returns an error, the container data will be freed; the error is only for informational purposes.
- Since
- This function is available since SDL 3.2.0.
- See also
- Storage.Storage
◆ CloseStorage()
- Parameters
-
| storage | a storage container to close. |
- Returns
- true if the container was freed with no errors, false otherwise; call GetError() for more information. Even if the function returns an error, the container data will be freed; the error is only for informational purposes.
- Since
- This function is available since SDL 3.2.0.
- See also
- Storage.Storage
-
Storage.Storage
-
Storage.Storage
-
Storage.Storage
◆ CopyFile()
- Parameters
-
| oldpath | the old path. |
| newpath | the new path. |
- Exceptions
-
- Since
- This function is available since SDL 3.2.0.
- See also
- Storage.Ready
◆ CopyStorageFile()
- Parameters
-
| storage | a storage container. |
| oldpath | the old path. |
| newpath | the new path. |
- Exceptions
-
- Since
- This function is available since SDL 3.2.0.
- See also
- Storage.Ready
◆ CreateDirectory()
- Parameters
-
| path | the path of the directory to create. |
- Exceptions
-
- Since
- This function is available since SDL 3.2.0.
- See also
- Storage.Ready
◆ CreateStorageDirectory()
- Parameters
-
| storage | a storage container. |
| path | the path of the directory to create. |
- Exceptions
-
- Since
- This function is available since SDL 3.2.0.
- See also
- Storage.Ready
◆ EnumerateDirectory() [1/3]
This function provides every directory entry through an app-provided callback, called once for each directory entry, until all results have been provided or the callback returns either ENUM_SUCCESS or ENUM_FAILURE.
This will return false if there was a system problem in general, or if a callback returns ENUM_FAILURE. A successful return means a callback returned ENUM_SUCCESS to halt enumeration, or all directory entries were enumerated.
If path is nullptr, this is treated as a request to enumerate the root of the storage container's tree. An empty string also works for this.
- Parameters
-
| path | the path of the directory to enumerate, or nullptr for the root. |
- Returns
- all the directory contents.
- Exceptions
-
- Since
- This function is available since SDL 3.2.0.
- See also
- Storage.Ready
◆ EnumerateDirectory() [2/3]
This function provides every directory entry through an app-provided callback, called once for each directory entry, until all results have been provided or the callback returns either ENUM_SUCCESS or ENUM_FAILURE.
This will return false if there was a system problem in general, or if a callback returns ENUM_FAILURE. A successful return means a callback returned ENUM_SUCCESS to halt enumeration, or all directory entries were enumerated.
If path is nullptr, this is treated as a request to enumerate the root of the storage container's tree. An empty string also works for this.
- Parameters
-
| path | the path of the directory to enumerate, or nullptr for the root. |
| callback | a function that is called for each entry in the directory. |
| userdata | a pointer that is passed to callback. |
- Exceptions
-
- Since
- This function is available since SDL 3.2.0.
- See also
- Storage.Ready
◆ EnumerateDirectory() [3/3]
This function provides every directory entry through an app-provided callback, called once for each directory entry, until all results have been provided or the callback returns either ENUM_SUCCESS or ENUM_FAILURE.
This will return false if there was a system problem in general, or if a callback returns ENUM_FAILURE. A successful return means a callback returned ENUM_SUCCESS to halt enumeration, or all directory entries were enumerated.
If path is nullptr, this is treated as a request to enumerate the root of the storage container's tree. An empty string also works for this.
- Parameters
-
| path | the path of the directory to enumerate, or nullptr for the root. |
| callback | a function that is called for each entry in the directory. |
- Exceptions
-
- Since
- This function is available since SDL 3.2.0.
- See also
- Storage.Ready
◆ EnumerateStorageDirectory() [1/3]
This function provides every directory entry through an app-provided callback, called once for each directory entry, until all results have been provided or the callback returns either ENUM_SUCCESS or ENUM_FAILURE.
This will return false if there was a system problem in general, or if a callback returns ENUM_FAILURE. A successful return means a callback returned ENUM_SUCCESS to halt enumeration, or all directory entries were enumerated.
If path is nullptr, this is treated as a request to enumerate the root of the storage container's tree. An empty string also works for this.
- Parameters
-
| storage | a storage container. |
| path | the path of the directory to enumerate, or nullptr for the root. |
- Returns
- all the directory contents.
- Exceptions
-
- Since
- This function is available since SDL 3.2.0.
- See also
- Storage.Ready
◆ EnumerateStorageDirectory() [2/3]
This function provides every directory entry through an app-provided callback, called once for each directory entry, until all results have been provided or the callback returns either ENUM_SUCCESS or ENUM_FAILURE.
This will return false if there was a system problem in general, or if a callback returns ENUM_FAILURE. A successful return means a callback returned ENUM_SUCCESS to halt enumeration, or all directory entries were enumerated.
If path is nullptr, this is treated as a request to enumerate the root of the storage container's tree. An empty string also works for this.
- Parameters
-
| storage | a storage container. |
| path | the path of the directory to enumerate, or nullptr for the root. |
| callback | a function that is called for each entry in the directory. |
| userdata | a pointer that is passed to callback. |
- Exceptions
-
- Since
- This function is available since SDL 3.2.0.
- See also
- Storage.Ready
◆ EnumerateStorageDirectory() [3/3]
This function provides every directory entry through an app-provided callback, called once for each directory entry, until all results have been provided or the callback returns either ENUM_SUCCESS or ENUM_FAILURE.
This will return false if there was a system problem in general, or if a callback returns ENUM_FAILURE. A successful return means a callback returned ENUM_SUCCESS to halt enumeration, or all directory entries were enumerated.
If path is nullptr, this is treated as a request to enumerate the root of the storage container's tree. An empty string also works for this.
- Parameters
-
| storage | a storage container. |
| path | the path of the directory to enumerate, or nullptr for the root. |
| callback | a function that is called for each entry in the directory. |
- Exceptions
-
- Since
- This function is available since SDL 3.2.0.
- See also
- Storage.Ready
◆ GetFileSize()
- Parameters
-
| path | the relative path of the file to query. |
- Returns
- the file's length on success or 0 on failure; call GetError() for more information.
- Since
- This function is available since SDL 3.2.0.
- See also
- Storage.ReadFile
-
Storage.Ready
◆ GetPathInfo()
- Parameters
-
- Returns
- the info on success or false if the file doesn't exist, or another failure; call GetError() for more information.
- Since
- This function is available since SDL 3.2.0.
- See also
- Storage.Ready
◆ GetSpaceRemaining()
| Uint64 SDL::Storage::GetSpaceRemaining |
( |
| ) |
|
|
inline |
◆ GetStorageFileSize()
- Parameters
-
| storage | a storage container to query. |
| path | the relative path of the file to query. |
- Returns
- the file's length on success or std::nullopt on failure; call GetError() for more information.
- Since
- This function is available since SDL 3.2.0.
- See also
- Storage.ReadFile
-
Storage.Ready
◆ GetStoragePathInfo()
- Parameters
-
| storage | a storage container. |
| path | the path to query. |
- Returns
- the info on success or false if the file doesn't exist, or another failure; call GetError() for more information.
- Since
- This function is available since SDL 3.2.0.
- See also
- Storage.Ready
◆ GetStorageSpaceRemaining()
- Parameters
-
| storage | a storage container to query. |
- Returns
- the amount of remaining space, in bytes.
- Since
- This function is available since SDL 3.2.0.
- See also
- Storage.Ready
-
Storage.WriteFile
◆ GlobDirectory()
Files are filtered out if they don't match the string in pattern, which may contain wildcard characters * (match everything) and ? (match one character). If pattern is nullptr, no filtering is done and all results are returned. Subdirectories are permitted, and are specified with a path separator of '/'. Wildcard characters * and ? never match a path separator.
flags may be set to GLOB_CASEINSENSITIVE to make the pattern matching case-insensitive.
The returned array is always nullptr-terminated, for your iterating convenience, but if count is non-nullptr, on return it will contain the number of items in the array, not counting the nullptr terminator.
If path is nullptr, this is treated as a request to enumerate the root of the storage container's tree. An empty string also works for this.
- Parameters
-
| path | the path of the directory to enumerate, or nullptr for the root. |
| pattern | the pattern that files in the directory must match. Can be nullptr. |
| flags | SDL_GLOB_* bitflags that affect this search. |
- Returns
- an array of strings on success.
- Exceptions
-
- Thread safety:
- It is safe to call this function from any thread, assuming the
storage object is thread-safe.
- Since
- This function is available since SDL 3.2.0.
◆ GlobStorageDirectory()
Files are filtered out if they don't match the string in pattern, which may contain wildcard characters * (match everything) and ? (match one character). If pattern is nullptr, no filtering is done and all results are returned. Subdirectories are permitted, and are specified with a path separator of '/'. Wildcard characters * and ? never match a path separator.
flags may be set to GLOB_CASEINSENSITIVE to make the pattern matching case-insensitive.
The returned array is always nullptr-terminated, for your iterating convenience, but if count is non-nullptr, on return it will contain the number of items in the array, not counting the nullptr terminator.
If path is nullptr, this is treated as a request to enumerate the root of the storage container's tree. An empty string also works for this.
- Parameters
-
| storage | a storage container. |
| path | the path of the directory to enumerate, or nullptr for the root. |
| pattern | the pattern that files in the directory must match. Can be nullptr. |
| flags | SDL_GLOB_* bitflags that affect this search. |
- Returns
- an array of strings on success.
- Exceptions
-
- Thread safety:
- It is safe to call this function from any thread, assuming the
storage object is thread-safe.
- Since
- This function is available since SDL 3.2.0.
◆ OpenFileStorage()
◆ OpenStorage()
◆ OpenTitleStorage()
◆ OpenUserStorage()
While title storage can generally be kept open throughout runtime, user storage should only be opened when the client is ready to read/write files. This allows the backend to properly batch file operations and flush them when the container has been closed; ensuring safe and optimal save I/O.
- Parameters
-
| org | the name of your organization. |
| app | the name of your application. |
| props | a property list that may contain backend-specific information. |
- Returns
- a user storage container on success.
- Exceptions
-
- Since
- This function is available since SDL 3.2.0.
- See also
- Storage.Close
-
Storage.GetFileSize
-
Storage.GetSpaceRemaining
-
Storage.Storage
-
Storage.ReadFile
-
Storage.Ready
-
Storage.WriteFile
◆ ReadFile() [1/2]
◆ ReadFile() [2/2]
The value of length must match the length of the file exactly; call Storage.GetFileSize() to get this value. This behavior may be relaxed in a future release.
- Parameters
-
| path | the relative path of the file to read. |
| destination | a client-provided buffer to read the file into. |
- Returns
- true if the file was read or false on failure; call GetError() for more information.
- Since
- This function is available since SDL 3.2.0.
- See also
- Storage.GetFileSize
-
Storage.Ready
-
Storage.WriteFile
◆ ReadFileAs()
template<class T >
| std::vector< T > SDL::Storage::ReadFileAs |
( |
StringParam |
path | ) |
|
|
inline |
The value of length must match the length of the file exactly; call Storage.GetFileSize() to get this value. This behavior may be relaxed in a future release.
- Parameters
-
| path | the relative path of the file to read. |
- Returns
- the content if the file was read or empty string on failure; call GetError() for more information.
- Since
- This function is available since SDL 3.2.0.
- See also
- Storage.GetFileSize
-
Storage.Ready
-
Storage.WriteFile
◆ ReadStorageFile() [1/2]
◆ ReadStorageFile() [2/2]
- Parameters
-
| storage | a storage container to read from. |
| path | the relative path of the file to read. |
| destination | a client-provided buffer to read the file into. |
- Returns
- true if the file was read or false on failure; call GetError() for more information.
- Since
- This function is available since SDL 3.2.0.
- See also
- Storage.GetFileSize
-
Storage.Ready
-
Storage.WriteFile
◆ ReadStorageFileAs()
◆ Ready()
| bool SDL::Storage::Ready |
( |
| ) |
|
|
inline |
This function should be called in regular intervals until it returns true - however, it is not recommended to spinwait on this call, as the backend may depend on a synchronous message loop. You might instead poll this in your game's main loop while processing events and drawing a loading screen.
- Returns
- true if the container is ready, false otherwise.
- Since
- This function is available since SDL 3.2.0.
◆ RemovePath()
- Parameters
-
| path | the path of the directory to enumerate. |
- Exceptions
-
- Since
- This function is available since SDL 3.2.0.
- See also
- Storage.Ready
◆ RemoveStoragePath()
- Parameters
-
| storage | a storage container. |
| path | the path of the directory to enumerate. |
- Exceptions
-
- Since
- This function is available since SDL 3.2.0.
- See also
- Storage.Ready
◆ RenamePath()
- Parameters
-
| oldpath | the old path. |
| newpath | the new path. |
- Exceptions
-
- Since
- This function is available since SDL 3.2.0.
- See also
- Storage.Ready
◆ RenameStoragePath()
- Parameters
-
| storage | a storage container. |
| oldpath | the old path. |
| newpath | the new path. |
- Exceptions
-
- Since
- This function is available since SDL 3.2.0.
- See also
- Storage.Ready
◆ StorageReady()
This function should be called in regular intervals until it returns true - however, it is not recommended to spinwait on this call, as the backend may depend on a synchronous message loop. You might instead poll this in your game's main loop while processing events and drawing a loading screen.
- Parameters
-
| storage | a storage container to query. |
- Returns
- true if the container is ready, false otherwise.
- Since
- This function is available since SDL 3.2.0.
◆ WriteFile()
◆ WriteStorageFile()