package userdir import ( "io/ioutil" "os" "path/filepath" "runtime" "strings" "git.kirsle.net/SketchyMaze/doodle/pkg/wasm" "github.com/kirsle/configdir" ) // Profile Directory settings. var ( ConfigDirectoryName = "doodle" ProfileDirectory string LevelDirectory string LevelPackDirectory string DoodadDirectory string CampaignDirectory string ScreenshotDirectory string SaveFile string LogFile string CacheDirectory string FontDirectory string ) // File extensions const ( extLevel = ".level" extDoodad = ".doodad" extLevelPack = ".levelpack" ) func init() { // Profile directory contains the user's levels and doodads. ProfileDirectory = configdir.LocalConfig(ConfigDirectoryName) LevelDirectory = configdir.LocalConfig(ConfigDirectoryName, "levels") LevelPackDirectory = configdir.LocalConfig(ConfigDirectoryName, "levelpacks") DoodadDirectory = configdir.LocalConfig(ConfigDirectoryName, "doodads") CampaignDirectory = configdir.LocalConfig(ConfigDirectoryName, "campaigns") ScreenshotDirectory = configdir.LocalConfig(ConfigDirectoryName, "screenshots") SaveFile = configdir.LocalConfig(ConfigDirectoryName, "savegame.json") LogFile = configdir.LocalConfig(ConfigDirectoryName, "logfile.txt") // Cache directory to extract font files to. CacheDirectory = configdir.LocalCache(ConfigDirectoryName) FontDirectory = configdir.LocalCache(ConfigDirectoryName, "fonts") // Ensure all the directories exist. // WASM: do not make paths in wasm. if runtime.GOOS != "js" { configdir.MakePath(LevelDirectory) configdir.MakePath(LevelPackDirectory) configdir.MakePath(DoodadDirectory) configdir.MakePath(CampaignDirectory) configdir.MakePath(FontDirectory) configdir.MakePath(ScreenshotDirectory) } } // LevelPath will turn a "simple" filename into an absolute path in the user's // local levels folder. If the filename already contains slashes, it is returned // as-is as an absolute or relative path. func LevelPath(filename string) string { return resolvePath(LevelDirectory, filename, extLevel) } // DoodadPath is like LevelPath but for Doodad files. func DoodadPath(filename string) string { return resolvePath(DoodadDirectory, filename, extDoodad) } // LevelPackPath returns the user's levelpacks directory. func LevelPackPath(filename string) string { return resolvePath(LevelPackDirectory, filename, extLevelPack) } // CacheFilename returns a path to a file in the cache folder. Send in path // components and not literal slashes, like // CacheFilename("images", "chunks", "id.bmp") func CacheFilename(filename ...string) string { paths := append([]string{CacheDirectory}, filename...) dir := paths[:len(paths)-1] if runtime.GOOS != "js" { configdir.MakePath(filepath.Join(dir...)) } return filepath.Join(paths[0], filepath.Join(paths[1:]...)) } // ListDoodads returns a listing of all available doodads. func ListDoodads() ([]string, error) { var names []string // WASM: list from localStorage. if runtime.GOOS == "js" { return wasm.StorageKeys(DoodadDirectory + "/"), nil } files, err := ioutil.ReadDir(DoodadDirectory) if err != nil { return names, err } for _, file := range files { name := file.Name() if strings.HasSuffix(strings.ToLower(name), extDoodad) { names = append(names, name) } } return names, nil } // ListLevels returns a listing of all available levels. func ListLevels() ([]string, error) { var names []string // WASM: list from localStorage. if runtime.GOOS == "js" { return wasm.StorageKeys(LevelDirectory + "/"), nil } files, err := ioutil.ReadDir(LevelDirectory) if err != nil { return names, err } for _, file := range files { name := file.Name() if strings.HasSuffix(strings.ToLower(name), extLevel) { names = append(names, name) } } return names, nil } // ListCampaigns returns a listing of all available campaigns. func ListCampaigns() ([]string, error) { var names []string // WASM: list from localStorage. if runtime.GOOS == "js" { return wasm.StorageKeys(CampaignDirectory + "/"), nil } files, err := ioutil.ReadDir(CampaignDirectory) if err != nil { return names, err } for _, file := range files { name := file.Name() if filepath.Ext(name) == ".json" { names = append(names, name) } } return names, nil } // resolvePath is the inner logic for LevelPath and DoodadPath. func resolvePath(directory, filename, extension string) string { if strings.Contains(filename, string(filepath.Separator)) { return filename } // Attach the file extension? if strings.ToLower(filepath.Ext(filename)) != extension { filename += extension } return filepath.Join(directory, filename) } // ResolvePath takes an ambiguous simple filename and searches for a Level or // Doodad that matches. Returns a blank string if no files found. // // Pass a true value for `one` if you are intending to create the file. It will // only test one filepath and return the first one, regardless if the file // existed. So the filename should have a ".level" or ".doodad" extension and // then this path will resolve the ProfileDirectory of the file. func ResolvePath(filename, extension string, one bool) string { // If the filename exists outright, return it. if !(runtime.GOOS == "js") { if _, err := os.Stat(filename); !os.IsNotExist(err) { return filename } } var paths []string if extension == extLevel { paths = append(paths, filepath.Join(LevelDirectory, filename)) } else if extension == extDoodad { paths = append(paths, filepath.Join(DoodadDirectory, filename)) } else { paths = append(paths, filepath.Join(LevelDirectory, filename+".level"), filepath.Join(DoodadDirectory, filename+".doodad"), ) } for _, test := range paths { // WASM: check the path in localStorage. if runtime.GOOS == "js" { if _, ok := wasm.GetSession(test); ok { return test } continue } // Desktop: test the filesystem. if _, err := os.Stat(test); os.IsNotExist(err) { continue } return test } return "" }