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path: root/src/lua/modules/filesystem/filesystem.cpp
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#include "lua/modules/luax.h"
#include "libjin/jin.h"
#include <string>

using namespace JinEngine::Filesystem;

namespace JinEngine
{
    namespace Lua
    {

        static struct
        {
            AssetDatabase* fs; 
        } context;

        static int l_init(lua_State* L)
        {
            context.fs = AssetDatabase::get();
            return 0; 
        }

        static int l_mount(lua_State* L)
        {
            const char* path = luax_checkstring(L, 1);
            context.fs->mount(path);
            return 0;
        }

        static int l_exist(lua_State * L)
        {
            const char* path = luax_checkstring(L, 1);
            int r = context.fs->exists(path);
            luax_pushboolean(L, r);
            return 1;
        }

        static int l_isDir(lua_State* L)
        {
            const char* path = luax_checkstring(L, 1);
            int r = context.fs->isDir(path);
            luax_pushboolean(L, r);
            return 1;
        }

        static int l_isFile(lua_State* L)
        {
            const char* path = luax_checkstring(L, 1);
            int r = context.fs->isFile(path);
            luax_pushboolean(L, r);
            return 1;
        }

        static int loadbuffer(lua_State* L)
        {
            const char* filename = lua_tostring(L, -1);
            Buffer bf; 
            context.fs->read(filename, bf);
            luax_loadbuffer(L, (const char*)&bf, bf.size(), filename);
            return 1; 
        }

        static int loader(lua_State* L)
        {
            const char * filename = lua_tostring(L, -1);

            std::string tmp(filename);
            tmp += ".lua";

            int size = tmp.size();

            for (int i = 0; i<size - 4; ++i)
            {
                if (tmp[i] == '.')
                {
                    tmp[i] = '/';
                }
            }

            if (context.fs->exists(tmp.c_str()))
            {
                lua_pop(L, 1);
                lua_pushstring(L, tmp.c_str());
                return loadbuffer(L);
            }

            tmp = filename;
            size = tmp.size();
            for (int i = 0; i<size; ++i)
            {
                if (tmp[i] == '.')
                    tmp[i] = '/';
            }

            if (context.fs->isDir(tmp.c_str()))
            {
                tmp += "/init.lua";
                if (context.fs->exists(tmp.c_str()))
                {
                    lua_pop(L, 1);
                    lua_pushstring(L, tmp.c_str());
                    return loadbuffer(L);
                }
            }

            lua_pushfstring(L, "\n\tno file \"%s\" in jin game directories.\n", (tmp + ".lua").c_str());
            return 1;
        }

        static int l_read(lua_State* L)
        {
            AssetDatabase* fs = context.fs; 
            const char* file = luax_checkstring(L, 1);
            unsigned int len;
            Buffer buffer;
            fs->read(file, buffer);
            luax_pushstring(L, (char*)&buffer);
            luax_pushinteger(L, buffer.size());
            return 2;
        }

        static const luaL_Reg f[] = {
            { "init",        l_init   },
            { "mount",       l_mount  },
            { "isDirectory", l_isDir  },
            { "isFile",      l_isFile },
            { "exist",       l_exist  },
            { "read",        l_read   },
            { 0,             0        }
        };

        int luaopen_filesystem(lua_State* L)
        {
            luax_newlib(L, f);
            luax_registersearcher(L, loader, 1); 
            return 0;
        }

    } // namespace Lua
} // namespace JinEngine