// fkn.cpp : Defines the class behaviors for the application. // #include "stdafx.h" #include "fkn.h" #include "fknDlg.h" #include #include "lua.h" extern void lua_baselibopen (lua_State *L); extern void lua_iolibopen (lua_State *L); extern void lua_strlibopen (lua_State *L); extern void lua_mathlibopen (lua_State *L); extern void lua_dblibopen (lua_State *L); #ifdef _DEBUG #define new DEBUG_NEW #undef THIS_FILE static char THIS_FILE[] = __FILE__; #endif ///////////////////////////////////////////////////////////////////////////// // CFknApp BEGIN_MESSAGE_MAP(CFknApp, CWinApp) //{{AFX_MSG_MAP(CFknApp) // NOTE - the ClassWizard will add and remove mapping macros here. // DO NOT EDIT what you see in these blocks of generated code! //}}AFX_MSG ON_COMMAND(ID_HELP, CWinApp::OnHelp) END_MESSAGE_MAP() ///////////////////////////////////////////////////////////////////////////// // CFknApp construction CFknApp::CFknApp() { // TODO: add construction code here, // Place all significant initialization in InitInstance } ///////////////////////////////////////////////////////////////////////////// // The one and only CFknApp object CFknApp theApp; lua_State *lua; // the main lua object ///////////////////////////////////////////////////////////////////////////// // CFknApp initialization BOOL CFknApp::InitInstance() { // Standard initialization // If you are not using these features and wish to reduce the size // of your final executable, you should remove from the following // the specific initialization routines you do not need. #ifdef _AFXDLL // Enable3dControls(); // Call this when using MFC in a shared DLL #else Enable3dControlsStatic(); // Call this when linking to MFC statically #endif CFknDlg dlg; m_pMainWnd = &dlg; // Initialize Lua lua=lua_open(4096); lua_baselibopen(lua); lua_strlibopen(lua); lua_mathlibopen(lua); lua_iolibopen(lua); dlg.ComLine=m_lpCmdLine; _beginthread( old_main, 0, (void *) &dlg ); INT_PTR nResponse = dlg.DoModal(); if (nResponse == IDOK) { // TODO: Place code here to handle when the dialog is // dismissed with OK } else if (nResponse == IDCANCEL) { // TODO: Place code here to handle when the dialog is // dismissed with Cancel } lua_close(lua); // Since the dialog has been closed, return FALSE so that we exit the // application, rather than start the application's message pump. return FALSE; }