void PlayerWin::loadLuaConfig()
{
    LuaEngine* pEngine = LuaEngine::getInstance();
    ScriptEngineManager::getInstance()->setScriptEngine(pEngine);

    // load player lua core
    luaopen_PlayerLuaCore(pEngine->getLuaStack()->getLuaState());
    luaopen_PlayerLuaCore_Manual(pEngine->getLuaStack()->getLuaState());

    // set env
	string quickRootPath = _project.getQuickCocos2dxRootPath();
    quickRootPath = convertPathFormatToUnixStyle(quickRootPath);

    string env = "__G_QUICK_V3_ROOT__=\"";
    env.append(quickRootPath);
    env.append("\"");
    pEngine->executeString(env.c_str());

    // set user home dir
    lua_pushstring(pEngine->getLuaStack()->getLuaState(), getUserDocumentPath().c_str());
    lua_setglobal(pEngine->getLuaStack()->getLuaState(), "__USER_HOME__");

    //
    // ugly: Add the opening project to the "Open Recents" list
    //
    lua_pushstring(pEngine->getLuaStack()->getLuaState(), _project.getProjectDir().c_str());
    lua_setglobal(pEngine->getLuaStack()->getLuaState(), "__PLAYER_OPEN_TITLE__");

    lua_pushstring(pEngine->getLuaStack()->getLuaState(), _project.makeCommandLine().c_str());
    lua_setglobal(pEngine->getLuaStack()->getLuaState(), "__PLAYER_OPEN_COMMAND__");

    // load player.lua
    string playerCoreFilePath = quickRootPath + "quick/welcome/src/player.lua";
    pEngine->executeScriptFile(playerCoreFilePath.c_str());
}
Exemple #2
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bool AppDelegate::applicationDidFinishLaunching()
{
	auto theFileUtils = FileUtils::getInstance();
	auto paths = theFileUtils->getSearchPaths();

	auto rootDirectory = paths[0];

	// set working directory
#if defined(_WIN32)
	char buffer[512] = { 0 };
	_getcwd(buffer, sizeof(buffer));
	std::string workingDirectory = buffer;
	auto index = workingDirectory.find_last_of('\\');
	rootDirectory = workingDirectory.substr(0, index);
#endif

	paths.clear();
	paths.push_back(rootDirectory + "/data");
	paths.push_back(theFileUtils->getWritablePath());
	theFileUtils->setSearchPaths(paths);

    // register lua engine
    LuaEngine* engine = LuaEngine::getInstance();
	std::string scriptsPath = rootDirectory + "/scripts";
	engine->addSearchPath(scriptsPath.c_str());

    ScriptEngineManager::getInstance()->setScriptEngine(engine);
    lua_State* L = engine->getLuaStack()->getLuaState();
    lua_module_register(L);

	for (auto& arg : args)
	{
		if (arg == "-debug")
		{
			engine->executeString("debugEnabled = true");
		}
	}

    engine->executeString("require 'main.lua'");

	setIcon();

    return true;
}
Exemple #3
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bool AppDelegate::applicationDidFinishLaunching() {
	// initialize director
	auto director = Director::getInstance();
	auto glview = director->getOpenGLView();
	if (!glview) {
		glview = GLViewImpl::createWithRect("CocosWeb", Rect(0, 0, 6400, 9600));
		director->setOpenGLView(glview);
	}
#if ISTEST 
	director->getOpenGLView()->setFrameSize(320, 480);
#else
	director->getOpenGLView()->setFrameSize(glview->getVisibleRect().size.width, glview->getVisibleRect().size.height);
#endif
	director->getOpenGLView()->setDesignResolutionSize(640, 960, ResolutionPolicy::SHOW_ALL);

	// turn on display FPS
	director->setDisplayStats(true);

	// set FPS. the default value is 1.0/60 if you don't call this
	director->setAnimationInterval(1.0 / 30);


	LuaEngine* pEngine = LuaEngine::getInstance();
	ScriptEngineManager::getInstance()->setScriptEngine(pEngine);
	lua_State* L = pEngine->getLuaStack()->getLuaState();
	lua_module_register(L);
#if ISTEST
	AllocConsole();
	HWND _hwndConsole = GetConsoleWindow();
	if (_hwndConsole != NULL)
	{
		ShowWindow(_hwndConsole, SW_SHOW);
		BringWindowToTop(_hwndConsole);
		freopen("CONOUT$", "wt", stdout);
		freopen("CONOUT$", "wt", stderr);

		HMENU hmenu = GetSystemMenu(_hwndConsole, FALSE);
		if (hmenu != NULL)
		{
			DeleteMenu(hmenu, SC_CLOSE, MF_BYCOMMAND);
		}
	}
	pEngine->executeString("print=release_print");
	FileUtils::getInstance()->addSearchPath("../../Resources/res");
#else
	FileUtils::getInstance()->addSearchPath("res");
	FileUtils::getInstance()->addSearchPath("LuaScript");
	pEngine->getInstance()->addLuaLoader(decode_lua_loader);
#endif
	pEngine->executeScriptFile("main.lua");

	new GameInitiali();

	SceneManager::instance()->showScene("mainScene");
	return true;
}
Exemple #4
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bool AppDelegate::applicationDidFinishLaunching()
{
#if CC_TARGET_PLATFORM == CC_PLATFORM_MAC
    if (_projectConfig.getDebuggerType() == kCCLuaDebuggerCodeIDE)
    {
        initRuntime(_projectConfig.getProjectDir());
        if (!ConfigParser::getInstance()->isInit())
        {
            ConfigParser::getInstance()->readConfig();
        }
    }
#endif //CC_TARGET_PLATFORM == CC_PLATFORM_MAC
    
    // initialize director
    auto director = Director::getInstance();
    auto glview = director->getOpenGLView();
    if(!glview) {

#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32 || CC_TARGET_PLATFORM == CC_PLATFORM_MAC || CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
#else
        Size viewSize = _projectConfig.getFrameSize();
        glview = GLView::createWithRect("simpleui", Rect(0,0,viewSize.width,viewSize.height));
        director->setOpenGLView(glview);
#endif
    }
    
    // turn on display FPS
    director->setDisplayStats(true);
    
    // set FPS. the default value is 1.0/60 if you don't call this
    director->setAnimationInterval(1.0 / 60);
    
    // register lua engine
    LuaEngine* pEngine = LuaEngine::getInstance();
    ScriptEngineManager::getInstance()->setScriptEngine(pEngine);
    
    LuaStack *pStack = pEngine->getLuaStack();
    
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
    // load framework
    pStack->loadChunksFromZIP("res/framework_precompiled.zip");
    
    // set script path
    string path = FileUtils::getInstance()->fullPathForFilename("src/main.lua");

#elif (CC_TARGET_PLATFORM == CC_PLATFORM_WP8 || CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
    // load framework
    pStack->loadChunksFromZIP("res/framework_precompiled_wp8.zip");
    
    // set script path
    string path = FileUtils::getInstance()->fullPathForFilename("src/main.lua");
    
#else
    // load framework
    if (_projectConfig.isLoadPrecompiledFramework())
    {
        const string precompiledFrameworkPath = SimulatorConfig::getInstance()->getPrecompiledFrameworkPath();
        pStack->loadChunksFromZIP(precompiledFrameworkPath.c_str());
    }
    
    // set script path
    string path = FileUtils::getInstance()->fullPathForFilename(_projectConfig.getScriptFileRealPath().c_str());
#endif
    
#if CC_TARGET_PLATFORM == CC_PLATFORM_MAC
    // Code IDE
    if (_projectConfig.getDebuggerType() == kCCLuaDebuggerCodeIDE)
    {
        if (startRuntime()) return true;
    }
#endif //CC_TARGET_PLATFORM == CC_PLATFORM_MAC
    
    size_t pos;
    while ((pos = path.find_first_of("\\")) != std::string::npos)
    {
        path.replace(pos, 1, "/");
    }
    size_t p = path.find_last_of("/\\");
    if (p != path.npos)
    {
        const string dir = path.substr(0, p);
        pStack->addSearchPath(dir.c_str());
        
        p = dir.find_last_of("/\\");
        if (p != dir.npos)
        {
            pStack->addSearchPath(dir.substr(0, p).c_str());
        }
    }
    
    string env = "__LUA_STARTUP_FILE__=\"";
    env.append(path);
    env.append("\"");
    pEngine->executeString(env.c_str());
    
    CCLOG("------------------------------------------------");
    CCLOG("LOAD LUA FILE: %s", path.c_str());
    CCLOG("------------------------------------------------");
    pEngine->executeScriptFile(path.c_str());

    return true;
}