Use GetApplicationDirectory instead of GetWorkingDirectory for basePath if no path argument given.

This commit is contained in:
jussi
2024-05-20 15:45:31 +03:00
parent e84be85254
commit 9edaf7a47b
9 changed files with 25 additions and 23 deletions

6
API.md
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@@ -5385,9 +5385,9 @@ Note: angle must be provided in radians
> RL.Camera3DPitch( camera3D camera, float angle, bool lockView, bool rotateAroundTarget, bool rotateUp )
Rotates the camera around it's right vector, pitch is "looking up and down"
- lockView prevents camera overrotation (aka "somersaults")
- rotateAroundTarget defines if rotation is around target or around it's position
- rotateUp rotates the up direction as well (typically only usefull in CAMERA_FREE)
- lockView prevents camera overrotation (aka "somersaults")
- rotateAroundTarget defines if rotation is around target or around it's position
- rotateUp rotates the up direction as well (typically only usefull in CAMERA_FREE)
NOTE: angle must be provided in radians
---

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@@ -2559,9 +2559,9 @@ function RL.Camera3DMoveToTarget( camera, delta ) end
function RL.Camera3DYaw( camera, angle, rotateAroundTarget ) end
---Rotates the camera around it's right vector, pitch is "looking up and down"
--- - lockView prevents camera overrotation (aka "somersaults")
--- - rotateAroundTarget defines if rotation is around target or around it's position
--- - rotateUp rotates the up direction as well (typically only usefull in CAMERA_FREE)
---- lockView prevents camera overrotation (aka "somersaults")
---- rotateAroundTarget defines if rotation is around target or around it's position
---- rotateUp rotates the up direction as well (typically only usefull in CAMERA_FREE)
---NOTE: angle must be provided in radians
---@param camera any
---@param angle number

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@@ -9,6 +9,7 @@ KEY CHANGES:
- ADDED OpenGL Stencil management functions.
- CHANGE: Object libraries like Vector2 optimizations. Separated table argument style for new and set methods.
Option for pre generated temp objects. There was a lot of overhead on old new method.
- CHANGE: Use GetApplicationDirectory instead of GetWorkingDirectory for basePath if no path argument given.
DETAILED CHANGES:
- ADDED: GetBufferElementSize and GetBufferLength.

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@@ -5,7 +5,7 @@
#endif
typedef struct {
char* exePath;
char* basePath;
bool hasWindow;
bool run;
bool gcUnload;
@@ -45,6 +45,6 @@ typedef struct {
extern State* state;
bool stateInit( int argn, const char** argc, const char* exePath );
bool stateInit( int argn, const char** argc, const char* basePath );
void stateInitInterpret( int argn, const char** argc );
void stateFree();

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@@ -1591,7 +1591,7 @@ Return game directory (where main.lua is located)
- Success return string
*/
int lcoreGetBasePath( lua_State* L ) {
lua_pushstring( L, state->exePath );
lua_pushstring( L, state->basePath );
return 1;
}

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@@ -32,7 +32,7 @@ Copy a block of pixels from one framebuffer object to another.
Use nil RenderTexture for window framebuffer
*/
int lglBlitFramebuffer( lua_State* L ) {
// #if defined( PLATFORM_DESKTOP ) || defined( PLATFORM_DESKTOP_SDL )
#if defined( PLATFORM_DESKTOP ) || defined( PLATFORM_DESKTOP_SDL )
if ( !( lua_isuserdata( L, 1 ) || lua_isnil( L, 1 ) ) || !( lua_isuserdata( L, 2 ) || lua_isnil( L, 2 ) ) ) {
TraceLog( state->logLevelInvalid, "%s", "Argument needs to be RenderTexture or nil" );
lua_pushnil( L );
@@ -70,7 +70,7 @@ int lglBlitFramebuffer( lua_State* L ) {
glBindFramebuffer( GL_DRAW_FRAMEBUFFER, 0 );
return 1;
// #endif
#endif
}
/*

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@@ -1160,10 +1160,10 @@ bool luaCallMain() {
snprintf( path, STRING_LEN, "main" );
}
#else
snprintf( path, STRING_LEN, "%smain.lua", state->exePath );
snprintf( path, STRING_LEN, "%smain.lua", state->basePath );
/* Alternatively look for main. Could be precompiled binary file. */
if ( !FileExists( path ) ) {
snprintf( path, STRING_LEN, "%smain", state->exePath );
snprintf( path, STRING_LEN, "%smain", state->basePath );
}
#endif
luaL_dofile( L, path );

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@@ -20,7 +20,7 @@ inline static void printVersion() {
}
int main( int argn, const char** argc ) {
char exePath[ STRING_LEN ] = { '\0' };
char basePath[ STRING_LEN ] = { '\0' };
bool interpret_mode = false;
if ( 1 < argn ) {
@@ -36,15 +36,16 @@ int main( int argn, const char** argc ) {
interpret_mode = true;
if ( 2 < argn ) {
sprintf( exePath, "%s/%s", GetWorkingDirectory(), argc[2] );
sprintf( basePath, "%s/%s", GetWorkingDirectory(), argc[2] );
}
}
else{
sprintf( exePath, "%s/%s", GetWorkingDirectory(), argc[1] );
sprintf( basePath, "%s/%s", GetWorkingDirectory(), argc[1] );
}
}
/* If no argument given, assume main.lua is in exe directory. */
else {
sprintf( exePath, "%s/", GetWorkingDirectory() );
sprintf( basePath, "%s", GetApplicationDirectory() );
}
if ( interpret_mode ) {
@@ -54,7 +55,7 @@ int main( int argn, const char** argc ) {
lua_pushcfunction( L, luaTraceback );
int tracebackidx = lua_gettop( L );
luaL_loadfile( L, exePath );
luaL_loadfile( L, basePath );
if ( lua_pcall( L, 0, 0, tracebackidx ) != 0 ) {
TraceLog( LOG_ERROR, "Lua error: %s", lua_tostring( L, -1 ) );
@@ -63,7 +64,7 @@ int main( int argn, const char** argc ) {
}
else {
printVersion();
stateInit( argn, argc, exePath );
stateInit( argn, argc, basePath );
state->run = luaCallMain();
while ( state->run ) {

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@@ -6,11 +6,11 @@
State* state;
bool stateInit( int argn, const char** argc, const char* exePath ) {
bool stateInit( int argn, const char** argc, const char* basePath ) {
state = malloc( sizeof( State ) );
state->exePath = malloc( STRING_LEN * sizeof( char ) );
strncpy( state->exePath, exePath, STRING_LEN - 1 );
state->basePath = malloc( STRING_LEN * sizeof( char ) );
strncpy( state->basePath, basePath, STRING_LEN - 1 );
state->hasWindow = true;
state->run = true;
@@ -65,7 +65,7 @@ void stateFree() {
#ifdef PLATFORM_DESKTOP_SDL
free( state->SDL_eventQueue );
#endif
free( state->exePath );
free( state->basePath );
free( state->RLGLcurrentShaderLocs );
free( state );
}