Allow launching a specific/custom .lua file as the main file.

Previously you could pass in a folder or .zip to launch a game, now you can also pass in a .lua file directly. It will use the directory containing the lua file as the game source directory.
Resolves #1591
This commit is contained in:
Alex Szpakowski
2022-04-23 02:04:19 -03:00
parent a9cca65a14
commit da1271e9c8
+20 -5
View File
@@ -37,6 +37,7 @@ end
local no_game_code = false
local invalid_game_path = nil
local main_file = "main.lua"
-- This can't be overridden.
function love.boot()
@@ -80,6 +81,9 @@ function love.boot()
love.setDeprecationOutput(not love.filesystem.isFused())
main_file = "main.lua"
local custom_main_file = false
local identity = ""
if not can_has_game and o.game.set and o.game.arg[1] then
local nouri = o.game.arg[1]
@@ -89,6 +93,14 @@ function love.boot()
end
local full_source = love.path.getFull(nouri)
local source_leaf = love.path.leaf(full_source)
if source_leaf:match("%.lua$") then
main_file = source_leaf
custom_main_file = true
full_source = love.path.getFull(full_source:sub(1, -(#source_leaf + 1)))
end
can_has_game = pcall(love.filesystem.setSource, full_source)
if not can_has_game then
@@ -104,7 +116,7 @@ function love.boot()
-- Try to use the archive containing main.lua as the identity name. It
-- might not be available, in which case the fallbacks above are used.
local realdir = love.filesystem.getRealDirectory("main.lua")
local realdir = love.filesystem.getRealDirectory(main_file)
if realdir then
identity = love.path.leaf(realdir)
end
@@ -118,7 +130,7 @@ function love.boot()
-- before the save directory (the identity should be appended.)
pcall(love.filesystem.setIdentity, identity, true)
if can_has_game and not (love.filesystem.getInfo("main.lua") or love.filesystem.getInfo("conf.lua")) then
if can_has_game and not (love.filesystem.getInfo(main_file) or (not custom_main_file and love.filesystem.getInfo("conf.lua"))) then
no_game_code = true
end
@@ -362,13 +374,16 @@ function love.init()
if love.filesystem then
love.filesystem._setAndroidSaveExternal(c.externalstorage)
love.filesystem.setIdentity(c.identity or love.filesystem.getIdentity(), c.appendidentity)
if love.filesystem.getInfo("main.lua") then
require("main")
if love.filesystem.getInfo(main_file) then
require(main_file:gsub("%.lua$", ""))
end
end
if no_game_code then
error("No code to run\nYour game might be packaged incorrectly.\nMake sure main.lua is at the top level of the zip.")
local opts = love.arg.options
local gamepath = opts.game.set and opts.game.arg[1] or ""
local gamestr = gamepath == "" and "" or "at "..gamepath
error("No code to run at "..gamestr.."\nYour game might be packaged incorrectly.\nMake sure "..main_file.." is at the top level of the zip or folder.")
elseif invalid_game_path then
error("Cannot load game at path '" .. invalid_game_path .. "'.\nMake sure a folder exists at the specified path.")
end