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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 TestFont()
{
}

int BeforeMainLoop(lua_State* L)
{
	TestFont();
	return 0;
}

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.PushGlobalNamespace();
	state.RegisterMethod("BeforeMainLoop", BeforeMainLoop);

    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;
}