doodle/pkg/wasm/localstorage_js.go
Noah Petherbridge ba6892aa95 WASM Texture Caching
* Refactor texture caching in render.Engine:
  * New interface method: NewTexture(filename string, image.Image)
  * WASM immediately encodes the image to PNG and generates a JavaScript
    `Image()` object to load it with a data URI and keep it in memory.
  * SDL2 saves the bitmap to disk as it did before.
  * WASM: deprecate the sessionStorage for holding image data. Session
    storage methods panic if called. The image data is directly kept in
    Go memory as a js.Value holding an Image().
* Shared Memory workaround: the level.Chunk.ToBitmap() function is where
  chunk textures get cached, but it had no access to the render.Engine
  used in the game. The `pkg/shmem` package holds global pointers to
  common structures like the CurrentRenderEngine as a work-around.
  * Also shmem.Flash() so Doodle can make its d.Flash() function
    globally available, any sub-package can now flash text to the screen
    regardless of source code location.
  * JavaScript API for Doodads now has a global Flash() function
    available.
* WASM: Handle window resize so Doodle can recompute its dimensions
  instead of scaling/shrinking the view.
2019-06-27 12:03:52 -07:00

23 lines
573 B
Go

// +build js,wasm
package wasm
import (
"syscall/js"
)
// SetSession sets a text value on sessionStorage.
func SetSession(key string, value string) {
// b64 := base64.StdEncoding.EncodeToString(value)
panic("SesSession: " + key)
js.Global().Get("sessionStorage").Call("setItem", key, value)
}
// GetSession retrieves a text value from sessionStorage.
func GetSession(key string) (string, bool) {
panic("GetSession: " + key)
var value js.Value
value = js.Global().Get("sessionStorage").Call("getItem", key)
return value.String(), value.Type() == js.TypeString
}