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#include "libjin-lua/je_lua_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;
}
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