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#include "lua/luax.h"
#include "lua/jin.h"
#include "libjin/jin.h"
#ifdef _WIN32
#include <Windows.h>
#include <SDL2/SDL_Main.h>
#include <direct.h>
#include <shlobj.h>
#include <wchar.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);
}
#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
std::string BrowseFolder()
{
string path = EXECUTABLE_DIR;
#ifdef _WIN32
IFileDialog *pfd = NULL;
DWORD dwFlags;
IShellItem *pShellItem = NULL;
HRESULT hr = CoInitialize(NULL);
if (FAILED(hr)) goto End;
hr = CoCreateInstance(CLSID_FileOpenDialog, NULL, CLSCTX_ALL,
IID_IFileOpenDialog, reinterpret_cast<void**>(&pfd));
if (FAILED(hr)) goto End;
hr = pfd->GetOptions(&dwFlags);
if (FAILED(hr)) goto End;
hr = pfd->SetOptions(dwFlags | FOS_PICKFOLDERS);
if (FAILED(hr)) goto End;
hr = pfd->Show(NULL);
if (hr == HRESULT_FROM_WIN32(ERROR_CANCELLED))
goto End;
hr = pfd->GetResult(&pShellItem);
if (FAILED(hr)) goto End;
LPWSTR filePath;
hr = pShellItem->GetDisplayName(SIGDN_FILESYSPATH, &filePath);
if (FAILED(hr))
{
goto End;
}
path = wstrtostr(filePath);
CoTaskMemFree(filePath);
#endif
End:
return path;
}
int main(int argc, char* args[])
{
string cwd = EXECUTABLE_DIR;
#ifdef _WIN32
if (argc > 1)
{
cwd = args[1];
}
#endif
else
cwd = BrowseFolder();
if (!cwd.empty())
load(cwd.c_str());
return 0;
}
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