package sprites import ( "bytes" "errors" "image/png" "io/ioutil" "os" "runtime" "git.kirsle.net/apps/doodle/assets" "git.kirsle.net/apps/doodle/pkg/log" "git.kirsle.net/apps/doodle/pkg/wasm" "git.kirsle.net/go/render" "git.kirsle.net/go/ui" ) // LoadImage loads a sprite as a ui.Image object. It checks Doodle's embedded // bindata, then the filesystem before erroring out. // // NOTE: only .png images supported as of now. TODO func LoadImage(e render.Engine, filename string) (*ui.Image, error) { // Try the bindata first. if data, err := assets.Asset(filename); err == nil { log.Debug("sprites.LoadImage: %s from bindata", filename) img, err := png.Decode(bytes.NewBuffer(data)) if err != nil { return nil, err } return ui.ImageFromImage(img) } // WASM: try the file over HTTP ajax request. if runtime.GOOS == "js" { data, err := wasm.HTTPGet(filename) if err != nil { return nil, err } img, err := png.Decode(bytes.NewBuffer(data)) if err != nil { return nil, err } return ui.ImageFromImage(img) } // Then try the file system. if _, err := os.Stat(filename); !os.IsNotExist(err) { log.Debug("sprites.LoadImage: %s from filesystem", filename) data, err := ioutil.ReadFile(filename) if err != nil { return nil, err } img, err := png.Decode(bytes.NewBuffer(data)) if err != nil { return nil, err } return ui.ImageFromImage(img) } return nil, errors.New("no such sprite found") }