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#include "libjin-lua/l_jin.h"
#include "libjin/jin.h"

#ifdef _WIN32 
	#include <Windows.h>
	#include <shlobj.h>
	#include <wchar.h>
#endif 

#define EXECUTABLE_DIR "./" 
#define DIALOG_TITLE   L"Open existing game"

using namespace std;
using namespace JinEngine::Filesystem;

static void load(const char* cwd)
{
	jin_log_info("Currrent working directory is %s", cwd);
	// Main thread lua state.
	lua_State* L = luax_newstate();
	luax_openlibs(L);
	JinEngine::Lua::open(L);
	JinEngine::Lua::boot(L, cwd);
	luax_close(L);
}

#ifdef _WIN32
// WChar to string.
std::string wstrtostr(const std::wstring &wstr)
{
	std::string strTo;
	char *szTo = new char[wstr.length() + 1];
	szTo[wstr.size()] = '\0';
	WideCharToMultiByte(CP_ACP, 0, wstr.c_str(), -1, szTo, (int)wstr.length(), NULL, NULL);
	strTo = szTo;
	delete[] szTo;
	return strTo;
}
#endif

bool BrowseFolder(string& cwd)
{
#ifdef _WIN32
	IFileDialog* pfd = NULL;
	DWORD dwFlags;
	IShellItem* pItem = NULL;
	HRESULT hr = CoInitialize(NULL);
	if (FAILED(hr)) return false;
	hr = CoCreateInstance(CLSID_FileOpenDialog, NULL, CLSCTX_ALL,
		IID_IFileOpenDialog, reinterpret_cast<void**>(&pfd));
	if (FAILED(hr)) return false;
	pfd->SetTitle(DIALOG_TITLE);
	hr = pfd->GetOptions(&dwFlags);
	if (FAILED(hr)) return false;
	hr = pfd->SetOptions(dwFlags | FOS_PICKFOLDERS);
	if (FAILED(hr)) return false;
	hr = pfd->Show(NULL);
	if (hr == HRESULT_FROM_WIN32(ERROR_CANCELLED))
		return false;
	hr = pfd->GetResult(&pItem);
	if (FAILED(hr)) return false;
	LPWSTR filePath;
	hr = pItem->GetDisplayName(SIGDN_FILESYSPATH, &filePath);
	if (FAILED(hr)) return false;
	cwd = wstrtostr(filePath);
	CoTaskMemFree(filePath);
	pfd->Release();
	pItem->Release();
	CoUninitialize();
	return true;
#endif
}

int main(int argc, char* args[])
{
	string cwd = EXECUTABLE_DIR;
#ifdef _WIN32
	if (argc > 1)
		cwd = args[1];
#endif
	else
	{
		if (!BrowseFolder(cwd))
			return 0;
	}
	if (!cwd.empty())
		load(cwd.c_str());

	return 0;
}