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-rw-r--r--src/core.c2
-rw-r--r--src/gl.c4
-rw-r--r--src/lua_core.c4
-rw-r--r--src/main.c13
-rw-r--r--src/state.c8
5 files changed, 16 insertions, 15 deletions
diff --git a/src/core.c b/src/core.c
index a687b2a..2146510 100644
--- a/src/core.c
+++ b/src/core.c
@@ -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;
}
diff --git a/src/gl.c b/src/gl.c
index 31c5293..ec27d3b 100644
--- a/src/gl.c
+++ b/src/gl.c
@@ -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
}
/*
diff --git a/src/lua_core.c b/src/lua_core.c
index 633cb8b..6d89777 100644
--- a/src/lua_core.c
+++ b/src/lua_core.c
@@ -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 );
diff --git a/src/main.c b/src/main.c
index 1dcac9c..95184cf 100644
--- a/src/main.c
+++ b/src/main.c
@@ -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 ) {
diff --git a/src/state.c b/src/state.c
index ea737d4..52742e5 100644
--- a/src/state.c
+++ b/src/state.c
@@ -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 );
}