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path: root/Runtime/Scripting/IO/IO.bind.cpp
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#include "Runtime/Lua/LuaHelper.h"
#include "Runtime/Debug/Log.h"
#include "Runtime/FileSystem/FileJobs.h"

// IO.ReadFiles({}, callback)
int ReadFilesAsync(lua_State* L)
{
	LUA_BIND_STATE(L);
	LUA_BIND_CHECK(L, "TF");

	std::vector<std::string> files;
	for (int i = 1; true; ++i)
	{
		state.GetField(1, i);
		if (lua_type(L, -1) != LUA_TSTRING)
		{
			lua_pop(L, 1);
			break;
		}
		const char* f = lua_tostring(L, -1);
		state.Pop(1);
		files.push_back(f);
	}

	ReadFilesJob* job = new ReadFilesJob(state.GetVM());
	job->files = files;
	job->callback.SetRef(state, 2);

	JobSystem::Instance()->AddJobAtEnd(job);
	return 0;
}

static luaL_Reg ioFuncs[] = {
	{"ReadFilesAsync", ReadFilesAsync},
	{0, 0}
};

int luaopen_GameLab_IO(lua_State* L)
{
	log_info("Scripting", "luaopen_GameLab_IO()");

	LUA_BIND_STATE(L);

	state.PushGlobalNamespace();
	state.PushNamespace("GameLab");
	state.PushNamespace("IO");

	state.RegisterMethods(ioFuncs);

	return 1;
}