Пример #1
0
/**
 * @brief Initializes the news.
 *
 *    @return 0 on success.
 */
int news_init (void)
{
   lua_State *L;
   char *buf;
   uint32_t bufsize;

   /* Already initialized. */
   if (news_state != NULL)
      return 0;

   /* Create the state. */
   news_state = nlua_newState();
   L = news_state;

   /* Load the libraries. */
   nlua_loadBasic(L);
   nlua_load(L,luaopen_string);
   nlua_loadStandard(L, 1);

   /* Load the news file. */
   buf = ndata_read( LUA_NEWS, &bufsize );
   if (luaL_dobuffer(news_state, buf, bufsize, LUA_NEWS) != 0) {
      WARN("Failed to load news file: %s\n"
           "%s\n"
           "Most likely Lua file has improper syntax, please check",
            LUA_NEWS, lua_tostring(L,-1));
      return -1;
   }
   free(buf);

   return 0;
}
Пример #2
0
    JNIEXPORT long JNICALL
    Java_com_torchandroid_facedemo_CameraClass_initTorch(JNIEnv *env, jobject thiz, jobject assetManager)
    {
        // get native asset manager. This allows access to files stored in the assets folder
        AAssetManager* manager = AAssetManager_fromJava(env, assetManager);
        assert( NULL != manager);

        lua_State *L = NULL;
        L = inittorch(manager); // create a lua_State

        // load and run file
        char file[] = "main.lua";
        int ret;
        long size = android_asset_get_size(file);
        if (size != -1) {
            char *filebytes = android_asset_get_bytes(file);
            ret = luaL_dobuffer(L, filebytes, size, "main");
            if (ret == 1) {
                D("Torch Error doing resource: %s\n", file);
                D(lua_tostring(L,-1));
            } else {
                D("Torch script ran succesfully.");
            }
        }
        lua_register(L,"parse",parse); //This function is used by main.lua.

        return (long) L;
    }
Пример #3
0
JNIEXPORT long JNICALL
Java_com_torchandroid_neuraltalk_lua_LuaManager_initTorch(JNIEnv *env, jobject thiz, jobject assetManager, jstring nativeLibraryDir_)
{
	// get native asset manager. This allows access to files stored in the assets folder
	AAssetManager* manager = AAssetManager_fromJava(env, assetManager);
	assert( NULL != manager);
	const char *nativeLibraryDir = env->GetStringUTFChars(nativeLibraryDir_, 0);
	lua_State *L = NULL;
	L = inittorch(manager, nativeLibraryDir);// create a lua_State

	// load and run file
	char file[] = "init-only.lua";
	int ret;
	long size = android_asset_get_size(file);
	if (size != -1) {
		char *filebytes = android_asset_get_bytes(file);
		ret = luaL_dobuffer(L, filebytes, size, "init-only");
		if (ret == 1) {
			D("Torch Error doing resource: %s\n", file);
			D(lua_tostring(L,-1));
		} else {
			D("Torch script ran successfully.");
		}
	}
	return (long) L;
}
Пример #4
0
/**
 * @brief Initialize the music Lua control system.
 *
 *    @return 0 on success.
 */
static int music_luaInit (void)
{
   char *buf;
   uint32_t bufsize;

   if (music_disabled)
      return 0;

   if (music_lua != NULL)
      music_luaQuit();

   music_lua = nlua_newState();
   nlua_loadBasic(music_lua);
   nlua_loadStandard(music_lua,1);
   nlua_loadMusic(music_lua,0); /* write it */

   /* load the actual Lua music code */
   buf = ndata_read( MUSIC_LUA_PATH, &bufsize );
   if (luaL_dobuffer(music_lua, buf, bufsize, MUSIC_LUA_PATH) != 0) {
      ERR("Error loading music file: %s\n"
          "%s\n"
          "Most likely Lua file has improper syntax, please check",
            MUSIC_LUA_PATH, lua_tostring(music_lua,-1) );
      return -1;
   }
   free(buf);

   return 0;
}
Пример #5
0
/**
 * @brief Initializes a mission.
 *
 *    @param mission Mission to initialize.
 *    @param misn Data to use.
 *    @param genid 1 if should generate id, 0 otherwise.
 *    @param create 1 if should run create function, 0 otherwise.
 *    @param[out] id ID of the newly created mission.
 *    @return 0 on success.
 */
static int mission_init( Mission* mission, MissionData* misn, int genid, int create, unsigned int *id )
{
   char *buf;
   uint32_t bufsize;
   int ret;

   /* clear the mission */
   memset( mission, 0, sizeof(Mission) );

   /* Create id if needed. */
   mission->id    = (genid) ? mission_genID() : 0;
   if (id != NULL)
      *id         = mission->id;
   mission->data  = misn;
   if (create) {
      mission->title = strdup(misn->name);
      mission->desc  = strdup("No description.");
   }

   /* init Lua */
   mission->L = nlua_newState();
   if (mission->L == NULL) {
      WARN("Unable to create a new Lua state.");
      return -1;
   }
   nlua_loadBasic( mission->L ); /* pairs and such */
   misn_loadLibs( mission->L ); /* load our custom libraries */

   /* load the file */
   buf = ndata_read( misn->lua, &bufsize );
   if (buf == NULL) {
      WARN("Mission '%s' Lua script not found.", misn->lua );
      return -1;
   }
   if (luaL_dobuffer(mission->L, buf, bufsize, misn->lua) != 0) {
      WARN("Error loading mission file: %s\n"
          "%s\n"
          "Most likely Lua file has improper syntax, please check",
            misn->lua, lua_tostring(mission->L,-1));
      free(buf);
      return -1;
   }
   free(buf);

   /* run create function */
   if (create) {
      /* Failed to create. */
      ret = misn_run( mission, "create");
      if (ret) {
         mission_cleanup(mission);
         return ret;
      }
   }

   return 0;
}
Пример #6
0
/**
 * @brief Runs the rescue script if players are stuck.
 */
static void land_stranded (void)
{
   char *buf;
   uint32_t bufsize;
   const char *file = "dat/rescue.lua";
   int errf;
   lua_State *L;

   /* Nothing to do if there's no rescue script. */
   if (!ndata_exists(file))
      return;

   if (rescue_L == NULL) {
      rescue_L = nlua_newState();
      nlua_loadStandard( rescue_L, 0 );
      nlua_loadTk( rescue_L );

      L = rescue_L;

      buf = ndata_read( file, &bufsize );
      if (luaL_dobuffer(L, buf, bufsize, file) != 0) {
         WARN("Error loading file: %s\n"
             "%s\n"
             "Most likely Lua file has improper syntax, please check",
               file, lua_tostring(L,-1));
         free(buf);
         return;
      }
      free(buf);
   }
   else
      L = rescue_L;

#if DEBUGGING
   lua_pushcfunction(L, nlua_errTrace);
   errf = -2;
#else /* DEBUGGING */
   errf = 0;
#endif /* DEBUGGING */


   /* Run Lua. */
   lua_getglobal(L,"rescue");
   if (lua_pcall(L, 0, 0, errf)) { /* error has occurred */
      WARN("Rescue: 'rescue' : '%s'", lua_tostring(L,-1));
      lua_pop(L,1);
   }
#if DEBUGGING
   lua_pop(L,1);
#endif
}
Пример #7
0
/**
 * @brief Creates an event.
 *
 *    @param data Data to base event off of.
 */
static int event_create( int dataid )
{
   lua_State *L;
   uint32_t bufsize;
   char *buf;
   Event_t *ev;
   EventData_t *data;

   /* Create the event. */
   event_nactive++;
   if (event_nactive > event_mactive) {
      event_mactive += EVENT_CHUNK;
      event_active = realloc( event_active, sizeof(Event_t) * event_mactive );
   }
   ev = &event_active[ event_nactive-1 ];
   memset( ev, 0, sizeof(Event_t) );
   ev->id = ++event_genid; /* Create unique ID. */

   /* Add the data. */
   ev->data = dataid;
   data = &event_data[dataid];

   /* Open the new state. */
   ev->L = nlua_newState();
   L = ev->L;
   nlua_loadStandard(L,0);
   nlua_loadEvt(L);
   nlua_loadHook(L);
   nlua_loadTk(L);

   /* Load file. */
   buf = ndata_read( data->lua, &bufsize );
   if (buf == NULL) {
      WARN("Event '%s' Lua script not found.", data->lua );
      return -1;
   }
   if (luaL_dobuffer(L, buf, bufsize, data->lua) != 0) {
      WARN("Error loading event file: %s\n"
            "%s\n"
            "Most likely Lua file has improper syntax, please check",
            data->lua, lua_tostring(L,-1));
      return -1;
   }
   free(buf);

   /* Run Lua. */
   event_runLua( ev, "create" );

   return 0;
}
Пример #8
0
/**
 * @brief Initializes the AI.
 * @param[in] ent Pointer to actor to initialize AI for.
 * @param[in] type Type of AI (Lua file name without .lua).
 * @param[in] subtype Subtype of the AI.
 * @return 0 on success.
 */
int AIL_InitActor (edict_t * ent, const char *type, const char *subtype)
{
	AI_t *AI;
	int size;
	char path[MAX_VAR];
	char *fbuf;

	/* Prepare the AI */
	AI = &ent->AI;
	Q_strncpyz(AI->type, type, sizeof(AI->type));
	Q_strncpyz(AI->subtype, subtype, sizeof(AI->type));

	/* Create the new Lua state */
	AI->L = luaL_newstate();
	if (AI->L == NULL) {
		gi.DPrintf("Unable to create Lua state.\n");
		return -1;
	}

	/* Register metatables. */
	actorL_register(AI->L);
	pos3L_register(AI->L);

	/* Register libraries. */
	luaL_register(AI->L, AI_METATABLE, AIL_methods);

	/* Load the AI */
	Com_sprintf(path, sizeof(path), "ai/%s.lua", type);
	size = gi.FS_LoadFile(path, (byte **) &fbuf);
	if (size == 0) {
		gi.DPrintf("Unable to load Lua file '%s'.\n", path);
		return -1;
	}
	if (luaL_dobuffer(AI->L, fbuf, size, path)) {
		gi.DPrintf("Unable to parse Lua file '%s'\n", path);
		gi.FS_FreeFile(fbuf);
		return -1;
	}
	gi.FS_FreeFile(fbuf);

	return 0;
}
Пример #9
0
/**
 * @brief Creates a background Lua state from a script.
 */
static lua_State* background_create( const char *name )
{
   uint32_t bufsize;
   char path[PATH_MAX];
   char *buf;
   lua_State *L;

   /* Create file name. */
   snprintf( path, sizeof(path), "dat/bkg/%s.lua", name );

   /* Create the Lua state. */
   L = nlua_newState();
   nlua_loadStandard(L,1);
   nlua_loadTex(L,0);
   nlua_loadCol(L,0);
   nlua_loadBackground(L,0);

   /* Open file. */
   buf = ndata_read( path, &bufsize );
   if (buf == NULL) {
      WARN("Default background script '%s' not found.", path);
      lua_close(L);
      return NULL;
   }

   /* Load file. */
   if (luaL_dobuffer(L, buf, bufsize, path) != 0) {
      WARN("Error loading background file: %s\n"
            "%s\n"
            "Most likely Lua file has improper syntax, please check",
            path, lua_tostring(L,-1));
      free(buf);
      lua_close(L);
      return NULL;
   }
   free(buf);

   return L;
}
Пример #10
0
/**
 * @brief Parses a single faction, but doesn't set the allies/enemies bit.
 *
 *    @param temp Faction to load data into.
 *    @param parent Parent node to extract faction from.
 *    @return Faction created from parent node.
 */
static int faction_parse( Faction* temp, xmlNodePtr parent )
{
   xmlNodePtr node;
   int player;
   char buf[PATH_MAX], *dat;
   uint32_t ndat;

   /* Clear memory. */
   memset( temp, 0, sizeof(Faction) );

   temp->name = xml_nodeProp(parent,"name");
   if (temp->name == NULL)
      WARN("Faction from "FACTION_DATA_PATH" has invalid or no name");

   player = 0;
   node = parent->xmlChildrenNode;
   do {

      /* Only care about nodes. */
      xml_onlyNodes(node);

      /* Can be 0 or negative, so we have to take that into account. */
      if (xml_isNode(node,"player")) {
         temp->player_def = xml_getFloat(node);
         player = 1;
         continue;
      }

      xmlr_strd(node,"longname",temp->longname);
      xmlr_strd(node,"display",temp->displayname);
      if (xml_isNode(node, "colour")) {
         temp->colour = col_fromName(xml_raw(node));
         continue;
      }

      if (xml_isNode(node, "spawn")) {
         if (temp->sched_state != NULL)
            WARN("Faction '%s' has duplicate 'spawn' tag.", temp->name);
         nsnprintf( buf, sizeof(buf), "dat/factions/spawn/%s.lua", xml_raw(node) );
         temp->sched_state = nlua_newState();
         nlua_loadStandard( temp->sched_state, 0 );
         dat = ndata_read( buf, &ndat );
         if (luaL_dobuffer(temp->sched_state, dat, ndat, buf) != 0) {
            WARN("Failed to run spawn script: %s\n"
                  "%s\n"
                  "Most likely Lua file has improper syntax, please check",
                  buf, lua_tostring(temp->sched_state,-1));
            lua_close( temp->sched_state );
            temp->sched_state = NULL;
         }
         free(dat);
         continue;
      }

      if (xml_isNode(node, "standing")) {
         if (temp->state != NULL)
            WARN("Faction '%s' has duplicate 'standing' tag.", temp->name);
         nsnprintf( buf, sizeof(buf), "dat/factions/standing/%s.lua", xml_raw(node) );
         temp->state = nlua_newState();
         nlua_loadStandard( temp->state, 0 );
         dat = ndata_read( buf, &ndat );
         if (luaL_dobuffer(temp->state, dat, ndat, buf) != 0) {
            WARN("Failed to run standing script: %s\n"
                  "%s\n"
                  "Most likely Lua file has improper syntax, please check",
                  buf, lua_tostring(temp->state,-1));
            lua_close( temp->state );
            temp->state = NULL;
         }
         free(dat);
         continue;
      }

      if (xml_isNode(node, "known")) {
         faction_setFlag(temp, FACTION_KNOWN);
         continue;
      }

      if (xml_isNode(node, "equip")) {
         if (temp->equip_state != NULL)
            WARN("Faction '%s' has duplicate 'equip' tag.", temp->name);
         nsnprintf( buf, sizeof(buf), "dat/factions/equip/%s.lua", xml_raw(node) );
         temp->equip_state = nlua_newState();
         nlua_loadStandard( temp->equip_state, 0 );
         dat = ndata_read( buf, &ndat );
         if (luaL_dobuffer(temp->equip_state, dat, ndat, buf) != 0) {
            WARN("Failed to run equip script: %s\n"
                  "%s\n"
                  "Most likely Lua file has improper syntax, please check",
                  buf, lua_tostring(temp->equip_state,-1));
            lua_close( temp->equip_state );
            temp->equip_state = NULL;
         }
         free(dat);
         continue;
      }

      if (xml_isNode(node,"logo")) {
         if (temp->logo_small != NULL)
            WARN("Faction '%s' has duplicate 'logo' tag.", temp->name);
         nsnprintf( buf, PATH_MAX, FACTION_LOGO_PATH"%s_small.png", xml_get(node));
         temp->logo_small = gl_newImage(buf, 0);
         nsnprintf( buf, PATH_MAX, FACTION_LOGO_PATH"%s_tiny.png", xml_get(node));
         temp->logo_tiny = gl_newImage(buf, 0);
         continue;
      }

      if (xml_isNode(node,"static")) {
         faction_setFlag(temp, FACTION_STATIC);
         continue;
      }

      if (xml_isNode(node,"invisible")) {
         faction_setFlag(temp, FACTION_INVISIBLE);
         continue;
      }

      /* Avoid warnings. */
      if (xml_isNode(node,"allies") || xml_isNode(node,"enemies"))
         continue;

      DEBUG("Unknown node '%s' in faction '%s'",node->name,temp->name);
   } while (xml_nextNode(node));

   if (player==0)
      DEBUG("Faction '%s' missing player tag.", temp->name);
   if ((temp->state!=NULL) && faction_isFlag( temp, FACTION_STATIC ))
      WARN("Faction '%s' has Lua and is static!", temp->name);
   if ((temp->state==NULL) && !faction_isFlag( temp, FACTION_STATIC ))
      WARN("Faction '%s' has no Lua and isn't static!", temp->name);

   return 0;
}
Пример #11
0
/**
 * @brief Loads specially modified basic stuff.
 *
 *    @param L Lua State to load the basic stuff into.
 *    @return 0 on success.
 */
int nlua_loadBasic( lua_State* L )
{
    int i;
    const char *override[] = { /* unsafe functions */
        "collectgarbage",
        "dofile",
        "getfenv",
        "getmetatable",
        "load",
        "loadfile",
        "loadstring",
        "rawequal",
        "rawget",
        "rawset",
        "setfenv",
        /*"setmetatable",*/
        "END"
    };


    luaL_openlibs(L);

    /* replace non-safe functions */
    for (i=0; strcmp(override[i],"END")!=0; i++) {
        lua_pushnil(L);
        lua_setglobal(L, override[i]);
    }

    /* Override print to print in the console. */
    lua_register(L, "print", cli_print);
    lua_register(L, "warn",  cli_warn);

    /* add our own */
    lua_register(L, "include", nlua_packfileLoader);

    return 0;
}


/**
 * @brief include( string module )
 *
 * Loads a module into the current Lua state from inside the data file.
 *
 *    @param module Name of the module to load.
 *    @return An error string on error.
 */
static int nlua_packfileLoader( lua_State* L )
{
    const char *filename;
    char *path_filename;
    char *buf;
    int len;
    uint32_t bufsize;

    /* Get parameters. */
    filename = luaL_checkstring(L,1);

    /* Check to see if already included. */
    lua_getglobal( L, "_include" ); /* t */
    if (!lua_isnil(L,-1)) {
        lua_getfield(L,-1,filename); /* t, f */
        /* Already included. */
        if (!lua_isnil(L,-1)) {
            lua_pop(L,2); /* */
            return 0;
        }
        lua_pop(L,2); /* */
    }
    /* Must create new _include table. */
    else {
        lua_newtable(L);              /* t */
        lua_setglobal(L, "_include"); /* */
    }

    /* Try to locate the data directly */
    buf = NULL;
    if (ndata_exists( filename ))
        buf = ndata_read( filename, &bufsize );
    /* If failed to load or doesn't exist try again with INCLUDE_PATH prefix. */
    if (buf == NULL) {
        /* Try to locate the data in the data path */
        len           = strlen(LUA_INCLUDE_PATH)+strlen(filename)+2;
        path_filename = malloc( len );
        nsnprintf( path_filename, len, "%s%s", LUA_INCLUDE_PATH, filename );
        if (ndata_exists( path_filename ))
            buf = ndata_read( path_filename, &bufsize );
        free( path_filename );
    }

    /* Must have buf by now. */
    if (buf == NULL) {
        lua_pushfstring(L, "%s not found in ndata.", filename);
        return 1;
    }

    /* run the buffer */
    if (luaL_dobuffer(L, buf, bufsize, filename) != 0) {
        /* will push the current error from the dobuffer */
        lua_error(L);
        return 1;
    }

    /* Mark as loaded. */
    lua_getglobal(L, "_include");    /* t */
    lua_pushboolean(L, 1);           /* t b */
    lua_setfield(L, -2, filename);   /* t */
    lua_pop(L, 1);

    /* cleanup, success */
    free(buf);
    return 0;
}


/**
 * @brief Loads the standard Naev Lua API.
 *
 * Loads the modules:
 *  - naev
 *  - var
 *  - space
 *    - planet
 *    - system
 *    - jumps
 *  - time
 *  - player
 *  - pilot
 *  - rnd
 *  - diff
 *  - faction
 *  - vec2
 *  - outfit
 *  - commodity
 *
 * Only is missing:
 *  - misn
 *  - tk
 *  - hook
 *  - music
 *
 *    @param L Lua State to load modules into.
 *    @param readonly Load as readonly (good for sandboxing).
 *    @return 0 on success.
 */
int nlua_loadStandard( lua_State *L, int readonly )
{
    int r;

    r = 0;
    r |= nlua_loadBasic(L);
    r |= nlua_loadNaev(L);
    r |= nlua_loadVar(L,readonly);
    r |= nlua_loadSpace(L,readonly); /* systems, planets, jumps */
    r |= nlua_loadTime(L,readonly);
    r |= nlua_loadPlayer(L,readonly);
    r |= nlua_loadPilot(L,readonly);
    r |= nlua_loadRnd(L);
    r |= nlua_loadDiff(L,readonly);
    r |= nlua_loadFaction(L,readonly);
    r |= nlua_loadVector(L);
    r |= nlua_loadOutfit(L,readonly);
    r |= nlua_loadCommodity(L,readonly);
    r |= nlua_loadNews(L,readonly);

    return r;
}
Пример #12
0
Файл: nlua.c Проект: pegue/naev
/**
 * @brief Loads specially modified basic stuff.
 *
 *    @param L Lua State to load the basic stuff into.
 *    @return 0 on success.
 */
int nlua_loadBasic( lua_State* L )
{
   int i;
   const char *override[] = { /* unsafe functions */
         "collectgarbage",
         "dofile",
         "getfenv",
         "getmetatable",
         "load",
         "loadfile",
         "loadstring",
         "rawequal",
         "rawget",
         "rawset",
         "setfenv",
         "setmetatable",
         "END"
   };


   nlua_load(L,luaopen_base); /* open base. */

   /* replace non-safe functions */
   for (i=0; strcmp(override[i],"END")!=0; i++) {
      lua_pushnil(L);
      lua_setglobal(L, override[i]);
   }

   nlua_load(L,luaopen_math); /* open math. */
   nlua_load(L,luaopen_table); /* open table. */
   nlua_load(L, luaopen_string); /* open string. */

   /* add our own */
   lua_register(L, "include", nlua_packfileLoader);

   return 0;
}


/**
 * @brief include( string module )
 *
 * Loads a module into the current Lua state from inside the data file.
 *
 *    @param module Name of the module to load.
 *    @return An error string on error.
 */
static int nlua_packfileLoader( lua_State* L )
{
   const char *filename;
   char *buf;
   uint32_t bufsize;

   filename = luaL_checkstring(L,1);

   /* try to locate the data */
   buf = ndata_read( filename, &bufsize );
   if (buf == NULL) {
      lua_pushfstring(L, "%s not found in ndata.", filename);
      return 1;
   }
   
   /* run the buffer */
   if (luaL_dobuffer(L, buf, bufsize, filename) != 0) {
      /* will push the current error from the dobuffer */
      lua_error(L);
      return 1;
   }

   /* cleanup, success */
   free(buf);
   return 0;
}


/**
 * @brief Loads the standard NAEV Lua API.
 *
 * Loads the modules:
 *  - naev
 *  - space
 *    - planet
 *    - system
 *  - var
 *  - pilot
 *  - time
 *  - player
 *  - diff
 *  - faction
 *  - vec2
 *
 * Only is missing:
 *  - misn
 *  - tk
 *  - hook
 *  - music
 *
 *    @param L Lua State to load modules into.
 *    @param readonly Load as readonly (good for sandboxing).
 *    @return 0 on success.
 */
int nlua_loadStandard( lua_State *L, int readonly )
{
   int r;

   r = 0;
   r |= lua_loadNaev(L);
   r |= lua_loadVar(L,readonly);
   r |= lua_loadSpace(L,readonly); /* planet, system */
   r |= lua_loadTime(L,readonly);
   r |= lua_loadPlayer(L,readonly);
   r |= lua_loadPilot(L,readonly);
   r |= lua_loadRnd(L);
   r |= lua_loadDiff(L,readonly);
   r |= lua_loadFaction(L,readonly);
   r |= lua_loadVector(L);

   return r;
}
Пример #13
0
int main() {

	L = luaL_newstate();
	luaL_openlibs(L);
	luaL_requiref(L, "love", initLove, 1);

	sf2d_init(); // 2D Drawing lib.
	sftd_init(); // Text Drawing lib.
	cfguInit();
	ptmuInit();

	// consoleInit(GFX_BOTTOM, NULL);

	sf2d_set_clear_color(RGBA8(0x0, 0x0, 0x0, 0xFF)); // Reset background color.

	osSetSpeedupEnable(true); // Enables CPU speedup for a free performance boost.

	// Detect if we are running on a .cia, because if we are
	// we load from RomFS rather than the SD Card.
	// TODO: Load RomFS from .3dsx's aswell.

	Result rc = romfsInit();

	romfsExists = (rc) ? false : true;

	// Change working directory

	if (romfsExists) {

		chdir("romfs:/");

	} else {

		char cwd[256];
		getcwd(cwd, 256);
		char newCwd[261];

		strcat(newCwd, cwd);
		strcat(newCwd, "game");
		chdir(newCwd);

	}

	luaL_dobuffer(L, boot_lua, boot_lua_size, "boot"); // Do some setup Lua side.

	// If main.lua exists, execute it.
	// If not then just load the nogame screen.

	if (fileExists("main.lua")) {
		if (luaL_dofile(L, "main.lua")) displayError();
	} else {
		if (luaL_dobuffer(L, nogame_lua, nogame_lua_size, "nogame")) displayError();
	}
	
	if (luaL_dostring(L, "love.timer.step()")) displayError();

	if (luaL_dostring(L, "if love.load then love.load() end")) displayError();

	while (aptMainLoop()) {

		if (shouldQuit) {

			if (forceQuit) break;

			bool shouldAbort = false;

			// lua_getfield(L, LUA_GLOBALSINDEX, "love");
			// lua_getfield(L, -1, "quit");
			// lua_remove(L, -2);

			// if (!lua_isnil(L, -1)) {

			// 	lua_call(L, 0, 1);
			// 	shouldAbort = lua_toboolean(L, 1);
			// 	lua_pop(L, 1);

			// }; TODO: Do this properly.

			if (luaL_dostring(L, "if love.quit then love.quit() end")) displayError();

			if (!shouldAbort && !errorOccured) break;

		} // Quit event

		if (!errorOccured) {

			if (luaL_dostring(L,
				"love.keyboard.scan()\n"
				"love.timer.step()\n"
				"if love.update then love.update(love.timer.getDelta()) end")) {
					displayError();
			}

			// Top screen
			// Left side

			sf2d_start_frame(GFX_TOP, GFX_LEFT);

				if (luaL_dostring(L, "if love.draw then love.draw() end")) displayError();

			sf2d_end_frame();

			// Right side

			if (is3D) {

				sf2d_start_frame(GFX_TOP, GFX_RIGHT);

					if (luaL_dostring(L, "if love.draw then love.draw() end")) displayError();

				sf2d_end_frame();

			}

			// Bot screen

			sf2d_start_frame(GFX_BOTTOM, GFX_LEFT);

				if (luaL_dostring(L, "if love.draw then love.draw() end")) displayError();

			sf2d_end_frame();

			luaL_dostring(L, "love.graphics.present()");

		} else {

			hidScanInput();
			u32 kTempDown = hidKeysDown();
			if (kTempDown & KEY_START) {
				forceQuit = true;
				shouldQuit = true;
			}

			char *errMsg = lua_tostring(L, -1);

			sf2d_start_frame(GFX_TOP, GFX_LEFT);

				lua_getfield(L, LUA_GLOBALSINDEX, "love");
				lua_getfield(L, -1, "errhand");
				lua_remove(L, -2);

				if (!lua_isnil(L, -1)) {

					lua_pushstring(L, errMsg);
					lua_call(L, 1, 0);

				}

			sf2d_end_frame();

			sf2d_start_frame(GFX_BOTTOM, GFX_LEFT);

				lua_getfield(L, LUA_GLOBALSINDEX, "love");
				lua_getfield(L, -1, "errhand");
				lua_remove(L, -2);

				if (!lua_isnil(L, -1)) {

					lua_pushstring(L, errMsg);
					lua_call(L, 1, 0);

				}

			sf2d_end_frame();

			luaL_dostring(L, "love.graphics.present()");

		}

	}

	luaL_dostring(L, "love.audio.stop()");

	lua_close(L);

	sftd_fini();
	sf2d_fini();
	cfguExit();
	ptmuExit();

	if (soundEnabled) ndspExit();
	if (romfsExists) romfsExit();

	return 0;

}