* In WASM build, user levels and doodads are written to localStorage using their userdir path as keys (".config/levels/test.level") * LoadFile() and WriteFile() for both Levels and Doodads interact with the localStorage for WASM build instead of filesystem for desktop. * userdir.ListLevels() and ListDoodads() for WASM scan the localStorage keys for file names. * userdir.ResolvePath() now works for WASM (previously was dummied out), checks for the file in localStorage.
72 lines
2.1 KiB
Go
72 lines
2.1 KiB
Go
package doodle
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import (
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"fmt"
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"os"
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"path/filepath"
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"regexp"
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"runtime"
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"strings"
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"git.kirsle.net/apps/doodle/pkg/bindata"
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"git.kirsle.net/apps/doodle/pkg/log"
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"git.kirsle.net/apps/doodle/pkg/userdir"
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)
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// Regexp to match simple filenames for maps and doodads.
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var reSimpleFilename = regexp.MustCompile(`^([A-Za-z0-9-_.,+ '"\[\](){}]+)$`)
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/*
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EditFile opens a drawing file (Level or Doodad) in the EditorScene.
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The filename can be one of the following:
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- A simple filename with no path separators in it and/or no file extension.
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- An absolute path beginning with "/"
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- A relative path beginning with "./"
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If the filename has an extension (`.level` or `.doodad`), that will disambiguate
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how to find the file and which mode to start the EditorMode in. Otherwise, the
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"levels" folder is checked first and the "doodads" folder second.
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*/
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func (d *Doodle) EditFile(filename string) error {
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var absPath string
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// Is it a simple filename?
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if m := reSimpleFilename.FindStringSubmatch(filename); len(m) > 0 {
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log.Debug("EditFile: simple filename %s", filename)
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extension := strings.ToLower(filepath.Ext(filename))
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// Check the system level storage. TODO: no editing of system levels
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if _, err := bindata.Asset("assets/levels/" + filename); err == nil {
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log.Info("Found level %s in bindata", filename)
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return d.EditDrawing(filename)
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}
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// Check the user's levels directory. In WASM this will check in
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// localStorage.
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if foundFilename := userdir.ResolvePath(filename, extension, false); foundFilename != "" {
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log.Info("EditFile: resolved name '%s' to path %s", filename, foundFilename)
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absPath = foundFilename
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} else {
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return fmt.Errorf("EditFile: %s: no level or doodad found", filename)
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}
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} else {
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log.Debug("Not a simple: %s %+v", filename, reSimpleFilename)
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// WASM: no filesystem access.
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if runtime.GOOS == "js" {
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log.Error("EditFile(%s): wasm can't open file paths", filename)
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return fmt.Errorf("EditFile(%s): wasm can't open file paths", filename)
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}
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if _, err := os.Stat(filename); !os.IsNotExist(err) {
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log.Debug("EditFile: verified path %s exists", filename)
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absPath = filename
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}
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}
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return d.EditDrawing(absPath)
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}
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