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#ifdef _WIN32
#include <SDL2/SDL_Main.h>
#include <direct.h>
#endif
#include "lua/luax.h"
#include "lua/jin.h"
#include "libjin/jin.h"
#ifdef _WIN32
#include <shlobj.h>
#include <Windows.h>
#endif
#define EXECUTABLE_DIR "./"
using namespace std;
using namespace JinEngine::Filesystem;
using namespace JinEngine::Lua;
// Load game under cwd.
static void load(const char* cwd)
{
// Global lua runtime.
lua_State* L = luax_newstate();
// Open lua standard module.
luax_openlibs(L);
// Open jin module.
luaopen_jin(L);
// Set current working directory.
luax_newtable(L);
luax_setfieldstring(L, "cwd", cwd);
luax_setfield(L, -2, "args");
// Clear lua stack.
luax_clearstack(L);
// Boot jin and run it.
boot(L);
// Close lua lib.
luax_close(L);
}
std::string BrowseFolder()
{
TCHAR path[MAX_PATH];
BROWSEINFO bi = { 0 };
bi.lpszTitle = ("Browse game folder...");
bi.ulFlags = BIF_RETURNONLYFSDIRS | BIF_NEWDIALOGSTYLE;
bi.lpfn = nullptr;
LPITEMIDLIST pidl = SHBrowseForFolder(&bi);
if (pidl != 0)
{
SHGetPathFromIDList(pidl, path);
IMalloc * imalloc = 0;
if (SUCCEEDED(SHGetMalloc(&imalloc)))
{
imalloc->Free(pidl);
imalloc->Release();
}
return path;
}
return "";
}
int main(int argc, char* args[])
{
string cwd = EXECUTABLE_DIR;
#ifdef _WIN32
if (argc > 1)
cwd = args[1];
else
cwd = BrowseFolder();
#endif
if (!cwd.empty())
load(cwd.c_str());
return 0;
}
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