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throw std::runtime_error{ "Failed in getting the Pref Path: " + std::string{ SDL_GetError() } };
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}
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return std::filesystem::path{ pref_path };
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#else
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#error "unrecognized installer build"
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#endif
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#else
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// this is only used in local build for debugging, when compiling in release mode the path is real path where the app can store many things without interfering with other things (eg. AppData\Roaming\... on Windows or .local/share/... on Linux )
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return std::filesystem::path{ "." };
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#endif
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}
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/**
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* \brief this returns the directory of the assets, and is read-only
// this is in the internal storage of the nintendo switch, it ios mounted by libnx (runtime switch support library) and filled at compile time with assets (its called ROMFS there)
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return std::filesystem::path{ "romfs:/assets" };
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#elif defined(BUILD_INSTALLER)
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-
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// if you build in BUILD_INSTALLER mode, you have to assure that the data is there e.g. music + fonts!
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