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lua_stack.cpp
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lua_stack.cpp
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/* Copyright (c) The Grit Game Engine authors 2016
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#include <cstring>
#include <iostream>
#include "console.h"
#include "lua_stack.h"
std::string lua_current_dir (lua_State *L, int level)
{
lua_Debug dbg;
for ( ; ; level++) {
int r = lua_getstack(L, level, &dbg);
if (r != 1) {
// off the bottom of the stack
return "/";
}
r = lua_getinfo(L, "S", &dbg);
//CVERB << dbg.what << std::endl;
//CVERB << dbg.source << std::endl;
if (!strcmp(dbg.what, "C")) {
// Maybe we are called from C, in which case just keep looking.
// Note: this will always be the case for the first stack level.
continue;
}
if (dbg.source[0] != '@') {
// Didn't come from a file.
continue;
}
std::string filename = &dbg.source[1];
size_t last = filename.rfind('/');
if (last == std::string::npos) {
// Must be a lua file in the root directory.
return "/";
}
std::string dir(filename, 0, last+1);
return dir;
}
}