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#include <windows.h>
#include <vector>
#include "GUI/EditorWindows.h"
#include "Runtime/Lua/LuaBind/LuaBind.h"
#include "EditorManager.h"
#include "Runtime/Graphics/OpenGL.h"
#include "Editor/Scripting/EditorScripting.h"
#include "Editor/Win/Win.h"
#include "Runtime/Threading/Thread.h"
#include "Runtime/GUI/Font.h"
using namespace LuaBind;
void ErrorHandle(cc8* msg)
{
log_error("[Lua] %s", msg);
}
void InitLuaState(LuaBind::VM& vm)
{
vm.Setup();
vm.OpenLibs();
LuaBind::onRegisterNativeClass = LuaHelper::OnRegisterNativeClass;
LuaBind::onErrorOccured = ErrorHandle;
if (!SetupGameLabEditorScripting(vm.GetMainThread()))
{
log_error("Can't setup scripting.");
}
// https://stackoverflow.com/questions/21495901/loadlibrarya-and-relative-path/21495971
// ll_load装载dll,路径需要设置搜索路径
std::string workingDir = Win::GetCurrentWorkingDirectory();
Win::SetDllSearchDirectory(workingDir);
LuaBind::State state = vm.GetMainState();
state.DoFile("./boot.lua");
}
#ifdef GAMELAB_DEBUG
int main()
#else
int WINAPI WinMain(HINSTANCE hInst, HINSTANCE hPrev, LPSTR szCmdLine, int sw)
#endif
{
log_info("log_info_c test, %s %d", "hello", 3);
WindowUtil::RegisterClasses();
LuaBind::VM vm;
InitLuaState(vm);
return 0;
}
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