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docs.txt
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docs.txt
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Using MojoSetup.
If there are gaps in this documentation, please ask on the MojoSetup mailing
list: to subscribe, send a blank email to mojosetup-subscribe@icculus.org,
and then questions can go to mojosetup@icculus.org. This document will
be updated as we see what parts are confusing, so feedback is appreciated.
Putting together a MojoSetup installer involves five general steps:
1) Compile the software.
2) Set up the installer filesystem structure.
3) Write a config file.
4) Add any localized strings.
5) Package up the final file for distribution.
Each step has a lot of details, but all installers basically follow those same
basic development steps.
Compile the software:
You will need some tools. First, you'll need your platform's favorite build
tools. You'll also need CMake (http://www.cmake.org/), and a Subversion
(http://subversion.tigris.org/) client. These are all available for most
popular operating systems, and some not-so-popular ones.
Get the latest version of MojoSetup from Subversion:
svn co svn://svn.icculus.org/mojosetup/trunk mojosetup
Then you'll need to point CMake at it:
cd mojosetup
ccmake .
Tweak the build settings to your liking. You'll want to set CMAKE_BUILD_TYPE
to MinSizeRel, to make the compiled binary be as small as possible, and
then trim out features you don't need. For example, you can drop the
HTTP and FTP support to save about 25 kilobytes on the binary. You can also
drop support for various archive types, pieces of Lua you don't plan to use,
etc.
CMake will get you project files for whatever development environment you use
(Makefiles, XCode, Visual Studio, etc). Build the project. You should end
up with some shared libraries for whatever GUIs you left enabled, and
a mojsetup binary. Strip the debug symbols and put these aside for later.
If you are building MojoSetup without the Lua parser, you'll want to build
the separate Lua compiler (MOJOSETUP_BUILD_LUAC in ccmake). That will produce
a "mojoluac" binary. Put that aside for later, too.
Set up the installer filesystem structure:
This is fairly easy. The installer eventually wants to see a directory
tree like this:
data/
scripts/
guis/
This is called the "Base Archive," even if it's a real directory tree in the
physical filesystem and not in an actual archive, such as a .zip file.
"data" is where the installer looks for files included in the installer itself
that need installation (as opposed to those being read from the network
or a CD-ROM, etc). READMEs and EULAs go in here, too. The installer
doesn't care how things under data/ are arranged.
"guis" is where the installer looks for those shared libraries that got
built in the first step. Copy them in here, if you built any.
"scripts" is where Lua scripts go. You'll put your config file in here
(config.lua), the translation table (localizations.lua), and whatever other
scripts come with MojoSetup, which are required application logic. This
directory can hold either .lua files (source code), or their .luac
equivalents. If you built MojoSetup without the Lua parser to save space,
you'll need to compile the .lua sources into .luac objects now, or the
installer won't know what to do with them. It's safe to compile them even
if you include the parser.
cd scripts
../mojoluac -o config.luac config.lua
cd ..
You can strip debug symbols from the compiled scripts to save more space,
but you'll get less useful information if there's a script error:
cd scripts
../mojoluac -s -o config.luac config.lua
cd ..
Once you finish constructing this directory tree, put it aside for later.
Write a config file:
This is the complicated part, and where most of your effort will be spent.
This document will try to cover all the provided facilities, but as the
configuration file also provides a robust programming language, not only
is the full scope beyond this document, you can also accomplish all sorts
of things we haven't even considered yet.
Configuration files are Lua scripts. The Lua language and runtime library is
documented at http://www.lua.org/, and they sell an excellent book called
"Programming in Lua" which is a fast read and will demonstrate all manners
of wild and interesting features of the language. That being said, most
people rolling config files don't need any significant Lua expertise, and
basic config files don't need any programming experience at all.
MojoSetup provides some functions for your benefit, if you want to add any
programming logic to your config. These are documented below.
The config file is named config.lua, and it must be a text file in UTF-8
encoding. If you are doing any programming, you may use any symbol you like,
so long as the name isn't "Setup", "MojoSetup", or any of the standard Lua
runtime names like "string" or "table".
Configuration files are a hierarchy of elements that take this form:
Setup.DataType
{
someattribute = value1,
someotherattribute = value2,
}
Elements can nest:
Setup.DataType
{
someattribute = value1,
someotherattribute = value2,
Setup.AnotherDataType
{
something = value3,
}
}
Case is important! Setup.Option and Setup.option are NOT the same thing!
Here are the elements, and the attributes they can possess.
There are some specifiers by the attributes:
mustExist: Error if is nil (usually if you don't specify it). The other
"mustBe" descriptions consider nil to be valid when mustExist
isn't explicitly mentioned.
no default: This attribute will not have a default if not specified.
default X: This attribute defaults to X if not specified.
mustBeString: Error if isn't a string.
cantBeEmpty: Error is this string is "". String can be nil, though.
mustBeBool: Error if isn't true, false, or nil.
mustBeFunction: Error if isn't a function (can be C or Lua).
mustBeNumber: Error if isn't a number.
mustBeUrl: Error if isn't a string that matches the regexp "^.+://.-/.*".
mustBeStringOrTableOfStrings: Error if isn't a string or an array of strings.
Attributes that aren't explicitly specified take on their default value. In
cases without a default, they are effectively set to Lua's "nil" value.
This makes boolean values be treated as "false." Plan accordingly.
Setup.Package:
All configurations need at least one Setup.Package element. Every other
element is added under Setup.Package. One full run of the installer is
done for each Setup.Package. You can have multiple packages in one file, and
the installer will run through for each one as if the program was started
multiple times. If there are multiple packages and an installation failure
occurs, all successfully-installed packages will remain. In most cases, you
only want one Setup.Package and should use Setup.Option to cull pieces
of the package.
Setup.Package attributes:
id (no default, mustExist, mustBeString, cantBeEmpty)
This is a unique identifier for your package. Currently it is used as
the base of the install path, but future features may use it for other
things. Set this to something short, unique, and human-readable, like
"mygame".
disabled (no default, mustBeBool)
If this is true, the entire package will be skipped by the installer. You
probably want this to be true, but you might need to programmatically shut
off a whole package.
description (no default, mustExist, mustBeString, cantBeEmpty)
This is your product's name. This will be displayed in the title bar, and
other locations during installation.
version (no default, mustExist, mustBeString, cantBeEmpty)
This is the version of this package. This is arbitrary, and doesn't matter
to the installer what you specify. It's usually a value like "1.0" or
"beta3"
The installer may use this for future features, like upgrading previous
installations.
destination (no default, mustBeString, cantBeEmpty)
This attribute can be used to force the installation into a specific
location in the physical filesystem. Unless you are building something
very specific (like device drivers for a well-defined platform), you
probably should not use this attribute. If destination isn't forced,
the installer will prompt the user for the destination, possibly
recommmending locations to her.
recommended_destinations (no default, mustBeStringOrTableOfStrings)
This attribute lets you define some favorable places to install the
package. You can have a table of strings or a single string:
recommended_destinations = MojoSetup.info.homedir,
...or...
recommended_destinations = { "/usr/local/games", "/opt/games" },
These strings are presented in the UI to the user when selecting a
install destination, but they can override them with their own choice.
The "id" attribute is appended to these before displaying to the end
user, so they'll see, for example, "/usr/local/games/mygame" and
"/opt/games/mygame" ... if a listed directory is determined to be
unwritable to the user (lack of permissions), it will be removed from the
list before presentation to the user.
precheck (no default, mustBeFunction)
If this attribute is defined, it is called by the installer after the
configuration is parsed and the GUI has started, but before the user has
interacted with the installer at all. It passes the finalized
Setup.Package table as a parameter.
preflight (no default, mustBeFunction)
If this attribute is defined, it is called by the installer after the
user has chosen options to install. The heavy-lifting of the installer
is about to begin: downloading files and installing the Package. It
passes the finalized Setup.Package table as a parameter.
preinstall (no default, mustBeFunction)
If this attribute is defined, it is called by the installer after all
needed external files are downloaded and installation of files is about
to begin. It passes the finalized Setup.Package table as a parameter.
postinstall (no default, mustBeFunction)
If this attribute is defined, it is called by the installer after the
entire package was successfully installed to disk. It passes the finalized
Setup.Package table as a parameter.
splash (no default, mustBeString, cantBeEmpty)
(!!! FIXME) This attribute is for future expansion.
url (no default, mustBeString, cantBeEmpty)
(!!! FIXME) This attribute is for future expansion.
once (default true, mustBeBool)
(!!! FIXME) This attribute is for future expansion.
category (default "Games", mustBeString, cantBeEmpty)
(!!! FIXME) This attribute is for future expansion.
promptoverwrite (default true, mustBeBool)
(!!! FIXME) This attribute is for future expansion.
Please refer to Setup.File.allowoverwrite for now.
binarypath (no default, mustBeString, cantBeEmpty)
(!!! FIXME) This attribute is for future expansion.
update_url (no default, mustBeString, mustBeUrl)
(!!! FIXME) This attribute is for future expansion.
superuser (default false, mustBeBool)
(!!! FIXME) This attribute is for future expansion.
Setup.Readme:
This element is a child of Setup.Package. It can be used to display a
information about the package to the end user, such as a welcome message,
FAQs, or other orientation information. There can be multiple Setup.Readme
elements listed, in which case the end user will be shown each readme
individually before installation may proceed. The readmes are shown first
before any other interaction occurs.
Setup.Readme attributes:
description (no default, mustExist, mustBeString, cantBeEmpty)
This is a brief description of the Readme, used for title bars and such.
source (no default, mustExist, mustBeString, cantBeEmpty)
This is a filename in the Base Archive's "data" directory that contains
the readme text. Currently this must be a text file in UTF-8 encoding.
Setup.Eula:
This element is a child of Setup.Package. It can be used to display a
license agreement to the end user, which they must agree to before
installation can proceed. If they refuse the license, the installer
terminates without installing anything. There can be multiple Setup.Eula
elements listed, in which case the end user will be asked to agree to
each license individually before installation may proceed. The licenses are
shown after any readme elements.
Setup.Eula attributes:
description (no default, mustExist, mustBeString, cantBeEmpty)
This is a brief description of the license, used for title bars and such.
source (no default, mustExist, mustBeString, cantBeEmpty)
This is a filename in the Base Archive's "data" directory that contains
the license text. Currently this must be a text file in UTF-8 encoding.
Setup.Media:
This element is required if you need to install data from removable media,
such as a DVD-ROM drive. The installer needs a means to identify the
media as the correct source when it is connected to the system.
Setup.Media attributes:
id (no default, mustExist, mustBeString, cantBeEmpty)
A unique specifier for this media, such as "disc1" or "game-disc". This
will be used for Setup.File.source: "media://game-disc/path/filename.zip"
description (no default, mustExist, mustBeString, cantBeEmpty)
A human-readable description of this media, such as "MyGame Disc 2". This
string will be used when the end user must be prompted to insert a new
piece of media to continue the installation.
uniquefile (no default, mustExist, mustBeString, cantBeEmpty)
This is a path that is unique to this media, relative to its root
directory, such as "sounds/guitar.wav". The installer looks at all
media available to the system until it finds this path exists, to
determine if the correct media has been made available by the end user.
Setup.Option:
This element defines an optional section of the install, and is a child
of Setup.Package. You must have at least one Setup.Option in your
configuration, but you can make it mandatory with the "required" attribute
if you don't want it to be actually optional.
The GUI will show all selectable options to the end user, and they can
pick and choose the parts they want. If there are no optional portions of
the install, the GUI will skip the option selection screen.
Setup.Options can nest. If a parent option is unchecked in the GUI, its
child options become disabled and will be considered unchecked also when
installation proceeds.
Setup.Option
{
description = "Wing Commander 1"
source = "base:///wc1.zip",
-- This option can only install if "Wing Commander 1" is checked too.
Setup.Option
{
description = "WC1 Speech Pack",
source = "base:///wc1sp.zip",
},
},
Setup.Option attributes:
disabled (default false, mustBeBool)
If true, this whole group (including all children) will be removed from
the GUI, and the installer will treat all the child options as unchecked.
If an option has both "required" and "disabled" set to true, then
"disabled" takes precedence.
value (default false, mustBeBool)
If true, the checkbox will be checked by default in the GUI. Checked
options are installed.
required (default false, mustBeBool)
If true, the option won't be shown to the end user, but will just be
treated as if it was checked when installation proceeds. If an option
has both "required" and "disabled" set to true, then "disabled" takes
precedence.
bytes (no default, mustExist, mustBeNumber)
This is the size, in bytes, of files this option will write to disk. The
installer uses this to determine space requirements for the total install.
If you don't know the size, you should set this to -1, but this will
disable some functionality.
description (no default, mustExist, mustBeString, cantBeEmpty)
This string will be shown to the end user, as a label with the GUI's
checkbox.
Setup.OptionGroup:
This element can be the parent or child of Setup.Option, or a child of
Setup.Package. It contains of a collection of Setup.Option elements.
The children Setup.Options will be grouped radio buttons in the GUI instead
of individual checkboxes. As such, only one child Setup.Option in an
Setup.OptionGroup will be checked in the GUI.
Setup.OptionGroup
{
description = "Language",
Setup.Option { description = "English", source = "base:///en.zip" },
Setup.Option { description = "French", source = "base:///fr.zip" },
Setup.Option { description = "German", source = "base:///fr.zip" },
},
Setup.OptionGroup attributes:
disabled (no default, mustBeBool)
If true, this option (including all children) will be removed from
the GUI, and the installer will treat this and all child options as
unchecked.
description (no default, mustExist, mustBeString, cantBeEmpty)
This string will be shown to the end user, as a label with the GUI's
radio button group.
Setup.File:
This element specifies a fileset, a collection of files, to install. These
are children of Setup.Option, and you can specify as many as you like per
option. Each Setup.File represents an "archive," that is, some set of files,
such as a .zip file or a directory.
Setup.File attributes:
source (no default, mustBeUrl)
This is a URL that provides the source for this fileset. You can only
specify archives (directories and files like .zip, .tar, etc), not
specific individual files. If you need a specific file, use its parent
directory here and a "wildcards" attribute.
There are some standard and non-standard URL handlers you can specify:
base:///path/file.ext
This references an archive in the Base Archive, where the "data"
directory is the root...so the above looks for data/path/file.ext in
the Base Archive.
This can install from an archive inside an archive, like this:
base:///mydir/outside.zip/internalpath/inside.tar
media://id/path/file.ext
This references a file on an external media with a specific id,
as defined in a Setup.Media element. The user will be prompted for
the correct media if the installer can't find it. This can install
archives-in-archives, like the base:/// version can.
ftp://hostname.dom/path/file.ext
http://hostname.dom/path/file.ext
The references a file on an FTP or web server. These files will all be
downloaded before local files are installed. You may only specify
archives at this time, not individual files or directories.
MojoSetup must be built with support for the proper network protocol.
destination (no default, mustBeString, cantBeEmpty)
This attribute lets you, across the board, redirect files in this archive
to a specific destination. This is a path relative to the base of the
installation destination path. If the user specified an installation
destination of "/games/mygame", this attribute is "gamemod", and the
source produces a file "maps/level1.map", then the final file written to
disk would be "/games/mygame/gamemod/maps/level1.map".
After the path is prepared with this attribute, it is tested against the
"wildcards" attribute, and if it passes there, it is pushed through the
"filter" attribute.
wildcards (no default, mustBeStringOrTableOfStrings)
This is the first step to culling files from an archive or directory.
Files are only installed if they match a specified wildcard.
Wildcards are simple to use: they only allow '?' for single character
matches and '*' to match a sequence of characters. You may specify a
single string, or a list of wildcards, like this:
-- matches sounds/heroes/laser13.wav and sounds/villians/laser02.wav
wildcards = "sounds/*/laser??.wav"
...or...
-- everything in the maps, sounds, and graphics directories.
-- (this includes subdirs! '*' matches past '/' separators!)
wildcards = { "maps/*", "sounds/*", "graphics/*" }
filter (no default, mustBeFunction)
This is a function that takes one argument, a string that represents the
path of a single file relative to the root of the installation destination.
This function may return nil to choose not to install this file, which is
useful for culling files from an archive, or a string that represents a
new destination for the file, which is useful for renaming some files
on-the-fly:
filter = function(dest)
if string.match(dest, ".exe$") then
return nil -- skip Windows .exe files on Unix.
end
if dest == "SOMEFILE.TXT" then
return "somefile.txt" -- force this to lowercase.
end
return dest -- everything else can go through as-is.
end
allowoverwrite (no default, mustBeBool)
If true, the installer will overwrite existing files without warning. If
false, the user will be prompted before overwriting each file.
Files are actually moved out of the way instead of overwritten, so the
installer can restore them if the install is cancelled or fails mid-way.
They are deleted only after a successful install.
Add any localized strings:
If you added strings to the installer or your config file that you want
translated at runtime, you need to add them to localization.lua. This is
a Lua script, too, of course, but you really should treat it like a basic
config file.
Don't remove strings that are already in the file...MojoSetup uses these
internally. Just add your own strings.
The format looks something like this:
["Yes"] = {
es = "Si";
fr = "Oui";
};
As you can see, the ["Yes"] is a string to translate. These are always English
by convention, but this is whatever the string you wish to translate. Please
note that the brackets are important, and only used on this specific string.
The fields in this structure are language abbreviations that match a user's
locale and the string of translated text.
Please note that you can do locale-specific translations, too:
["colors"] = {
en_UK = "colours";
};
All strings in this file (and all Lua scripts) are UTF-8 encoded. Using a
high-ASCII character will not work like you expect at runtime!
These lookup tables are used at runtime to translate strings, both by you and
internally by MojoSetup. You can do a translation by calling:
MojoSetup.translate("colors")
We recommend making a convenience function like this at the top of your
config.lua...
local function _ = MojoSetup.translate
...so that you have a convention for translations that cause minimal clutter:
Setup.Option {
description = _("Level editor utility"),
-- ...etc...
}
Package up the final file for distribution:
Now you have a MojoSetup binary and a directory tree containing your data, GUI
plugins, and scripts (including the config.lua you just wrote). Now you just
need to glue them together. MojoSetup will attempt to look at itself as an
archive on startup, which works in the same way "self-extracting" exe files
worked on other operating systems. If you want MojoSetup to be
self-extracting, zip your directory tree up and append it to the binary:
zip -9r mydata.zip data guis scripts
cat mydata.zip >> mojosetup
Now rename "mojosetup" to something meaningful (mygame-1.0-linux-x86.bin or
whatever), and you've got an installer.
If you have the luxury of a real filesystem (inside a disk image or on a CD
you are shipping, for example), MojoSetup will use the binary's directory
if it doesn't find a zipfile appended to the binary itself, so you can just
have "data", "scripts" and "guis" in the same directory as "mojosetup" to
have it work, too.
Now you're done! Give your installer to the public.
MojoSetup-provided globals:
Your config file is a Lua script, and as such, has access to all of Lua's
runtime library (presuming you didn't disable it when building MojoSetup)
and several other bits of MojoSetup-specific functionality. Everything the
installer provides to your script is under the "MojoSetup" table, so as not
to pollute the namespace. Also, the config files use the "Setup" table for
the basic config schema. Everything else is free game. Here are the globals
that MojoSetup provides:
MojoSetup.fatal(errstr)
Display (errstr) to the end user and stop the installation. The installer
will attempt to clean up any half-finished installation, including rolling
back any files that would have been replaced had the installation succeeded.
You should never use error() in the standard Lua runtime; use this instead.
MojoSetup.runfile(script)
Run the code in a given Lua file. This is JUST the base filename. MojoSetup
will look for it in the Base Archive in the scripts/ directory, both as
script.luac and script.lua. This code chunk will accept no arguments, and
return no results, but it can change the global state and alter tables,
etc, so it can have lasting side effects. Will return false if the file
couldn't be loaded, or true if the chunk successfully ran. Will not return
if there's a runtime error in the chunk, as it will call MojoSetup.fatal()
instead. You should use this instead of the "require" function in the Lua
runtime, as require() won't respect the Base Archive.
MojoSetup.translate(str)
Find the proper translation for the end user's locale in the localization
table. Returns the translation, or the original string if no translation
was available. It's common to use this for shorthand:
local function _ = MojoSetup.translate
...so you can be less verbose: print(_("translate this string"))
MojoSetup.ticks()
Return the time, in milliseconds, that the process has been running.
MojoSetup.logwarning(str)
Write a warning to the installation log, if logging settings permit.
MojoSetup.logerror(str)
Write an error to the installation log, if logging settings permit.
MojoSetup.loginfo(str)
Write an info string to the installation log, if logging settings permit.
MojoSetup.logdebug(str)
Write debug info to the installation log, if logging settings permit.
MojoSetup.msgbox(str)
Show (str) to the user with a GUI message box, and wait until they click
an "OK" button.
MojoSetup.promptyn(str)
Show (str) to the user with a GUI message box, and wait until they click
either a "YES" or "NO" button. Returns true if they clicked YES, false
if they clicked "NO".
MojoSetup.stackwalk()
This writes a backtrace of the current Lua callstack to the installation
log, if logging settings permit debug-level logging.
MojoSetup.cmdline(flag)
See if a given flag was on the command line for the process.
MojoSetup.cmdline("nosound") will return true if "-nosound", "--nosound",
etc was on the command line. The option must start with a '-' on the
command line to be noticed by this function. Returns true if flag was on
the command line, false otherwise.
MojoSetup.cmdlinestr(flag, envr, deflt)
Get robust command line options, with optional default for missing ones.
If the command line was ./myapp --a=b -c=d ----e f
- cmdlinestr("a") will return "b"
- cmdlinestr("c") will return "d"
- cmdlinestr("e") will return "f"
- cmdlinestr("g") will return the default string.
Like MojoSetup.cmdline(), the option must start with a '-'.
(envr) is an optional environment var to check if command line wasn't
found. You can call this function without specifying this parameter, or
pass a nil here.
(deflt) is the return value if (flag) isn't on the command line.
MojoSetup.collectgarbage()
Do a complete run of the Lua garbage collector. Use this instead of the
version in the Lua standard runtime, since this version does better debug
logging.
MojoSetup.date()
Return a string of the current date. This is roughly the same as os.date()
in the standard Lua runtime, but we didn't want to add the os table
dependencies just to write this string into the log.
MojoSetup.info.locale
This is a string (not a function!) of the current locale, in the format
xx_YY, where "xx" is the language code (en for english, de for German, etc)
and "YY" is the country code: "en_US" for American English, fr_CA for
French Canadian, etc.
MojoSetup.info.platform
This is a string (not a function!) of the current platform. This is
currently one of "macosx", "unix", "windows", or "beos".
MojoSetup.info.arch
This is a string (not a function!) of the current platform's CPU type.
This is currently one of "x86", "x86-64", "powerpc", or "powerpc64".
Please note that this is the arch of the installer binary...you can run
a 32-bit binary on an amd64 chip, in which case it will report "x86"!
MojoSetup.info.ostype
This is a string (not a function!) of the current platform's operating
system. This is currently one of "macosx", "beos", "linux", "freebsd",
"netbsd", "openbsd", "bsdi", "aix", "hpux", or "irix".
Please note that this is the OS target of the installer binary...you can
run a Linux binary on FreeBSD through the binary compatibility layer,
in which case it will report "linux"!
MojoSetup.info.osversion
This is a string (not a function!) of the current platform's operating
system version. This may not be useful information on many platforms.
On Mac OS X, it's the system version (So it might be 10.4.9 on a Tiger
install, 10.3.8 on a Panther install, etc).
On other Unixes, it's the "release" field from uname(), which on Linux
gives you the kernel version, which is usually not helpful, but could be
on, say, BeOS.
MojoSetup.info.ui
This is a string (not a function!) of the UI plugin that MojoSetup chose.
system. This is currently one of "stdio", "macosx", or "gtkplus2".
MojoSetup.info.buildver
This is a string (not a function!) of the build identifier for this binary.
You can print this string to stdout by running ./mojosetup --buildver
at the command line.
MojoSetup.info.loglevel
This is a string (not a function!) of the logging level that MojoSetup
is enforcing. This is currently one of "nothing", "errors", "warnings",
"info", "debug", or "everything" ... each level includes the previous
level, so "warnings" will also log error messages, but not info or debug
messages.
MojoSetup.info.homedir
This is a string (not a function!) of the "home directory" of the end-user
in the physical filesystem. This is useful if you want to determine a sane
default location to write files.
MojoSetup.info.argv
This is a string array (not a function!) of the installer process's
command line arguments. You might find MojoSetup.cmdline() or
MojoSetup.cmdlinestr() to be more useful.
MojoSetup.info.supportedurls
This is a string array (not a function!) of URL types the installer
supports. You can either iterate it...
for k,v in pairs(MojoSetup.info.supportedurls) do
print("installer supports " .. v .. ":// URLs")
end
...or you can query it...
if MojoSetup.info.supportedurls["http"] ~= nil then
print("installer supports http:// URLs")
end
"base" and "media" are included in the list, always. The rest are
compile-time options.
// end of docs.txt ...