mirror of
https://github.com/love2d/love.git
synced 2026-08-12 16:40:57 +02:00
338 lines
9.0 KiB
C++
338 lines
9.0 KiB
C++
/**
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* Copyright (c) 2006-2026 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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#include "common/version.h"
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#include "common/runtime.h"
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#include "common/Variant.h"
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#include "modules/love/love.h"
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#include <SDL3/SDL.h>
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#ifdef LOVE_BUILD_EXE
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#include <SDL3/SDL_main.h>
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// Lua
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extern "C" {
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#include <lua.h>
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#include <lualib.h>
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#include <lauxlib.h>
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}
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#ifdef LOVE_WINDOWS
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
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#endif // LOVE_WINDOWS
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#ifdef LOVE_MACOS
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#include "common/macos.h"
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#include <unistd.h>
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#endif // LOVE_MACOS
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#ifdef LOVE_IOS
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#include "common/ios.h"
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#endif
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#ifdef LOVE_WINDOWS
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extern "C"
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{
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// Prefer the higher performance GPU on Windows systems that use nvidia Optimus.
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// http://developer.download.nvidia.com/devzone/devcenter/gamegraphics/files/OptimusRenderingPolicies.pdf
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// TODO: Re-evaluate in the future when the average integrated GPU in Optimus
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// systems is less mediocre?
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LOVE_EXPORT DWORD NvOptimusEnablement = 1;
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// Same with AMD GPUs.
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// https://community.amd.com/thread/169965
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LOVE_EXPORT DWORD AmdPowerXpressRequestHighPerformance = 1;
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}
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#endif // LOVE_WINDOWS
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#ifdef LOVE_LEGENDARY_APP_ARGV_HACK
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#include <vector>
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// Explicitly instantiate std::vector<std::string> to work around linker issues
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// with libc++ when symbols are hidden-by-default.
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// https://stackoverflow.com/a/48273604
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template class std::vector<std::string>;
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static void get_app_arguments(int argc, char **argv, int &new_argc, char **&new_argv)
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{
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std::vector<std::string> temp_argv;
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for (int i = 0; i < argc; i++)
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{
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// Don't copy -psn_xxx argument from argv.
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if (i == 0 || strncmp(argv[i], "-psn_", 5) != 0)
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temp_argv.push_back(std::string(argv[i]));
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}
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// If it exists, add the love file in love.app/Contents/Resources/ to argv.
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std::string loveResourcesPath;
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bool fused = true;
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#if defined(LOVE_MACOS)
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loveResourcesPath = love::macos::getLoveInResources();
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#elif defined(LOVE_IOS)
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loveResourcesPath = love::ios::getLoveInResources(fused);
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#endif
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if (!loveResourcesPath.empty())
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{
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std::vector<std::string>::iterator it = temp_argv.begin();
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it = temp_argv.insert(it + 1, loveResourcesPath);
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// Run in pseudo-fused mode.
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if (fused)
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temp_argv.insert(it + 1, std::string("--fused"));
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}
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#ifdef LOVE_MACOS
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else
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{
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// Check for a drop file string, if the app wasn't launched in a
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// terminal. Checking for the terminal is a pretty big hack, but works
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// around an issue where OS X will switch Spaces if the terminal
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// launching love is in its own full-screen Space.
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if (!isatty(STDIN_FILENO))
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{
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// Static to keep the same value after love.event.equit("restart").
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static std::string dropfilestr = love::macos::checkDropEvents();
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if (!dropfilestr.empty())
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temp_argv.insert(temp_argv.begin() + 1, dropfilestr);
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}
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}
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#endif
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// Copy temp argv vector to new argv array.
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new_argc = (int) temp_argv.size();
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new_argv = new char *[new_argc+1];
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for (int i = 0; i < new_argc; i++)
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{
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new_argv[i] = new char[temp_argv[i].length() + 1];
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strcpy(new_argv[i], temp_argv[i].c_str());
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}
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new_argv[new_argc] = NULL;
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}
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#endif // LOVE_LEGENDARY_APP_ARGV_HACK
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static int love_preload(lua_State *L, lua_CFunction f, const char *name)
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{
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lua_getglobal(L, "package");
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lua_getfield(L, -1, "preload");
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lua_pushcfunction(L, f);
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lua_setfield(L, -2, name);
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lua_pop(L, 2);
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return 0;
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}
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enum DoneAction
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{
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DONE_QUIT,
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DONE_RESTART,
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};
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static void print_usage()
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{
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// when editing this message, change it at boot.lua too
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printf("LOVE is an *awesome* framework you can use to make 2D games in Lua\n"
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"https://love2d.org\n"
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"\n"
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"usage:\n"
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" love --version prints LOVE version and quits\n"
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" love --help prints this message and quits\n"
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" love path/to/gamedir runs the game from the given directory which contains a main.lua file\n"
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" love path/to/packagedgame.love runs the packaged game from the provided .love file\n"
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" love path/to/file.lua runs the game from the given .lua file\n"
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);
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}
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static DoneAction runlove(int argc, char **argv, int &retval, love::Variant &restartvalue)
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{
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// Oh, you just want the version? Okay!
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if (argc > 1 && strcmp(argv[1], "--version") == 0)
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{
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#ifdef LOVE_LEGENDARY_CONSOLE_IO_HACK
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const char *err = nullptr;
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love_openConsole(err);
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#endif
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printf("LOVE %s (%s)\n", love_version(), love_codename());
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retval = 0;
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return DONE_QUIT;
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}
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if (argc > 1 && strcmp(argv[1], "--help") == 0)
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{
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print_usage();
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retval = 0;
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return DONE_QUIT;
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}
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// Create the virtual machine.
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lua_State *L = luaL_newstate();
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luaL_openlibs(L);
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// LuaJIT-specific setup needs to be done as early as possible - before
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// get_app_arguments because that loads external library code. This is also
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// loaded inside love's Lua threads. Note that it doesn't use the love table.
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love_preload(L, luaopen_love_jitsetup, "love.jitsetup");
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lua_getglobal(L, "require");
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lua_pushstring(L, "love.jitsetup");
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lua_call(L, 1, 0);
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#ifdef LOVE_LEGENDARY_APP_ARGV_HACK
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int hack_argc = 0;
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char **hack_argv = nullptr;
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get_app_arguments(argc, argv, hack_argc, hack_argv);
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argc = hack_argc;
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argv = hack_argv;
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#endif // LOVE_LEGENDARY_APP_ARGV_HACK
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// Add love to package.preload for easy requiring.
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love_preload(L, luaopen_love, "love");
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// Add command line arguments to global arg (like stand-alone Lua).
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{
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lua_newtable(L);
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if (argc > 0)
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{
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lua_pushstring(L, argv[0]);
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lua_rawseti(L, -2, -2);
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}
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lua_pushstring(L, "embedded boot.lua");
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lua_rawseti(L, -2, -1);
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for (int i = 1; i < argc; i++)
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{
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lua_pushstring(L, argv[i]);
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lua_rawseti(L, -2, i);
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}
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lua_setglobal(L, "arg");
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}
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// require "love"
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lua_getglobal(L, "require");
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lua_pushstring(L, "love");
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lua_call(L, 1, 1); // leave the returned table on the stack.
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// Add love._exe = true.
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// This indicates that we're running the standalone version of love, and not
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// the library version.
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{
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lua_pushboolean(L, 1);
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lua_setfield(L, -2, "_exe");
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}
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// Set love.restart = restartvalue, and clear restartvalue.
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love::luax_pushvariant(L, restartvalue);
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lua_setfield(L, -2, "restart");
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restartvalue = love::Variant();
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// Pop the love table returned by require "love".
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lua_pop(L, 1);
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// require "love.boot" (preloaded when love was required.)
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lua_getglobal(L, "require");
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lua_pushstring(L, "love.boot");
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lua_call(L, 1, 1);
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// Turn the returned boot function into a coroutine and call it until done.
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lua_newthread(L);
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lua_pushvalue(L, -2);
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int stackpos = lua_gettop(L);
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int nres;
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while (love::luax_resume(L, 0, &nres) == LUA_YIELD)
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#if LUA_VERSION_NUM >= 504
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lua_pop(L, nres);
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#else
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lua_pop(L, lua_gettop(L) - stackpos);
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#endif
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retval = 0;
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DoneAction done = DONE_QUIT;
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// if love.boot() returns "restart", we'll start up again after closing this
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// Lua state.
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int retidx = stackpos;
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if (!lua_isnoneornil(L, retidx))
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{
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if (lua_type(L, retidx) == LUA_TSTRING && strcmp(lua_tostring(L, retidx), "restart") == 0)
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done = DONE_RESTART;
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if (lua_isnumber(L, retidx))
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retval = (int) lua_tonumber(L, retidx);
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// Disallow userdata (love objects) from being referenced by the restart
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// value.
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if (retidx < lua_gettop(L))
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restartvalue = love::luax_checkvariant(L, retidx + 1, false);
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}
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lua_close(L);
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#if defined(LOVE_LEGENDARY_APP_ARGV_HACK) && !defined(LOVE_IOS)
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if (hack_argv)
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{
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for (int i = 0; i<hack_argc; ++i)
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delete [] hack_argv[i];
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delete [] hack_argv;
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}
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#endif // LOVE_LEGENDARY_APP_ARGV_HACK
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return done;
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}
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int main(int argc, char **argv)
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{
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if (strcmp(LOVE_VERSION_STRING, love_version()) != 0)
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{
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printf("Version mismatch detected!\nLOVE binary is version %s\n"
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"LOVE library is version %s\n", LOVE_VERSION_STRING, love_version());
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return 1;
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}
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int retval = 0;
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DoneAction done = DONE_QUIT;
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love::Variant restartvalue;
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do
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{
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done = runlove(argc, argv, retval, restartvalue);
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#ifdef LOVE_IOS
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// on iOS we should never programmatically exit the app, so we'll just
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// "restart" when that is attempted. Games which use threads might cause
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// some issues if the threads aren't cleaned up properly...
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done = DONE_RESTART;
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#endif
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} while (done != DONE_QUIT);
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#ifdef LOVE_ANDROID
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SDL_Quit();
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#endif
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return retval;
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}
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#endif // LOVE_BUILD_EXE
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