Noah Petherbridge
4469847c72
In the Level Editor, the "Level->Giant Screenshot" menu will take a full scale PNG screenshot of the entire level, with its wallpaper and doodads, and save it in ~/.config/doodle/screenshots. It is currently CPU intensive and slow. With future work it should be made asynchronous. The function is abstracted away nicely so that the doodad CLI tool may support this as well.
213 lines
5.4 KiB
Go
213 lines
5.4 KiB
Go
package userdir
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import (
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"io/ioutil"
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"os"
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"path/filepath"
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"runtime"
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"strings"
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"git.kirsle.net/apps/doodle/pkg/wasm"
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"github.com/kirsle/configdir"
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)
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// Profile Directory settings.
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var (
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ConfigDirectoryName = "doodle"
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ProfileDirectory string
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LevelDirectory string
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DoodadDirectory string
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CampaignDirectory string
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ScreenshotDirectory string
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CacheDirectory string
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FontDirectory string
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)
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// File extensions
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const (
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extLevel = ".level"
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extDoodad = ".doodad"
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)
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func init() {
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// Profile directory contains the user's levels and doodads.
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ProfileDirectory = configdir.LocalConfig(ConfigDirectoryName)
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LevelDirectory = configdir.LocalConfig(ConfigDirectoryName, "levels")
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DoodadDirectory = configdir.LocalConfig(ConfigDirectoryName, "doodads")
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CampaignDirectory = configdir.LocalConfig(ConfigDirectoryName, "campaigns")
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ScreenshotDirectory = configdir.LocalConfig(ConfigDirectoryName, "screenshots")
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// Cache directory to extract font files to.
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CacheDirectory = configdir.LocalCache(ConfigDirectoryName)
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FontDirectory = configdir.LocalCache(ConfigDirectoryName, "fonts")
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// Ensure all the directories exist.
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// WASM: do not make paths in wasm.
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if runtime.GOOS != "js" {
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configdir.MakePath(LevelDirectory)
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configdir.MakePath(DoodadDirectory)
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configdir.MakePath(CampaignDirectory)
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configdir.MakePath(FontDirectory)
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configdir.MakePath(ScreenshotDirectory)
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}
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}
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// LevelPath will turn a "simple" filename into an absolute path in the user's
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// local levels folder. If the filename already contains slashes, it is returned
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// as-is as an absolute or relative path.
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func LevelPath(filename string) string {
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return resolvePath(LevelDirectory, filename, extLevel)
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}
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// DoodadPath is like LevelPath but for Doodad files.
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func DoodadPath(filename string) string {
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return resolvePath(DoodadDirectory, filename, extDoodad)
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}
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// CacheFilename returns a path to a file in the cache folder. Send in path
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// components and not literal slashes, like
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// CacheFilename("images", "chunks", "id.bmp")
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func CacheFilename(filename ...string) string {
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paths := append([]string{CacheDirectory}, filename...)
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dir := paths[:len(paths)-1]
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if runtime.GOOS != "js" {
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configdir.MakePath(filepath.Join(dir...))
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}
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return filepath.Join(paths[0], filepath.Join(paths[1:]...))
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}
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// ListDoodads returns a listing of all available doodads.
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func ListDoodads() ([]string, error) {
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var names []string
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// WASM: list from localStorage.
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if runtime.GOOS == "js" {
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return wasm.StorageKeys(DoodadDirectory + "/"), nil
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}
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files, err := ioutil.ReadDir(DoodadDirectory)
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if err != nil {
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return names, err
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}
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for _, file := range files {
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name := file.Name()
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if strings.HasSuffix(strings.ToLower(name), extDoodad) {
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names = append(names, name)
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}
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}
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return names, nil
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}
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// ListLevels returns a listing of all available levels.
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func ListLevels() ([]string, error) {
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var names []string
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// WASM: list from localStorage.
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if runtime.GOOS == "js" {
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return wasm.StorageKeys(LevelDirectory + "/"), nil
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}
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files, err := ioutil.ReadDir(LevelDirectory)
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if err != nil {
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return names, err
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}
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for _, file := range files {
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name := file.Name()
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if strings.HasSuffix(strings.ToLower(name), extLevel) {
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names = append(names, name)
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}
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}
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return names, nil
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}
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// ListCampaigns returns a listing of all available campaigns.
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func ListCampaigns() ([]string, error) {
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var names []string
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// WASM: list from localStorage.
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if runtime.GOOS == "js" {
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return wasm.StorageKeys(CampaignDirectory + "/"), nil
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}
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files, err := ioutil.ReadDir(CampaignDirectory)
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if err != nil {
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return names, err
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}
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for _, file := range files {
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name := file.Name()
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if filepath.Ext(name) == ".json" {
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names = append(names, name)
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}
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}
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return names, nil
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}
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// resolvePath is the inner logic for LevelPath and DoodadPath.
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func resolvePath(directory, filename, extension string) string {
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if strings.Contains(filename, string(filepath.Separator)) {
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return filename
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}
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// Attach the file extension?
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if strings.ToLower(filepath.Ext(filename)) != extension {
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filename += extension
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}
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return filepath.Join(directory, filename)
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}
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// ResolvePath takes an ambiguous simple filename and searches for a Level or
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// Doodad that matches. Returns a blank string if no files found.
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//
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// Pass a true value for `one` if you are intending to create the file. It will
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// only test one filepath and return the first one, regardless if the file
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// existed. So the filename should have a ".level" or ".doodad" extension and
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// then this path will resolve the ProfileDirectory of the file.
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func ResolvePath(filename, extension string, one bool) string {
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// If the filename exists outright, return it.
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if !(runtime.GOOS == "js") {
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if _, err := os.Stat(filename); !os.IsNotExist(err) {
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return filename
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}
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}
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var paths []string
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if extension == extLevel {
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paths = append(paths, filepath.Join(LevelDirectory, filename))
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} else if extension == extDoodad {
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paths = append(paths, filepath.Join(DoodadDirectory, filename))
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} else {
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paths = append(paths,
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filepath.Join(LevelDirectory, filename+".level"),
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filepath.Join(DoodadDirectory, filename+".doodad"),
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)
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}
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for _, test := range paths {
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// WASM: check the path in localStorage.
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if runtime.GOOS == "js" {
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if _, ok := wasm.GetSession(test); ok {
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return test
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}
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continue
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}
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// Desktop: test the filesystem.
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if _, err := os.Stat(test); os.IsNotExist(err) {
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continue
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}
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return test
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}
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return ""
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}
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