doodle/pkg/userdir/userdir.go
Noah Petherbridge af67b20d9b Initial WebAssembly Build Target
* Initial WebAssembly build target for Doodle in the wasm/ folder.
* Add a new render.Engine implementation, lib/render/canvas that uses
  the HTML 5 Canvas API instead of SDL2 for the WebAssembly target.
  * Ported the basic DrawLine(), DrawBox() etc. functions from SDL2 to
    Canvas context2d API.
  * Fonts are handled with CSS embedded fonts named after the font
    filename and defined in wasm/index.html
* `make wasm` builds the WASM program, and `make wasm-serve` runs a dev
  Go server that hosts the WASM file for development. The server also
  watches the dev tree for *.go files and rebuilds the WASM binary
  automatically on change.
* This build "basically" runs the game. UI and fonts all work and mouse
  movements and clicks are detected. No wallpaper support yet or texture
  caching (which will crash the game as soon as you click and draw a
  pixel in your map!)
2019-06-26 18:40:40 -07:00

158 lines
4.1 KiB
Go

package userdir
import (
"io/ioutil"
"os"
"path/filepath"
"runtime"
"strings"
"github.com/kirsle/configdir"
)
// Profile Directory settings.
var (
ConfigDirectoryName = "doodle"
ProfileDirectory string
LevelDirectory string
DoodadDirectory string
CacheDirectory string
FontDirectory string
)
// File extensions
const (
extLevel = ".level"
extDoodad = ".doodad"
)
func init() {
// Profile directory contains the user's levels and doodads.
ProfileDirectory = configdir.LocalConfig(ConfigDirectoryName)
LevelDirectory = configdir.LocalConfig(ConfigDirectoryName, "levels")
DoodadDirectory = configdir.LocalConfig(ConfigDirectoryName, "doodads")
// 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(DoodadDirectory)
configdir.MakePath(FontDirectory)
}
}
// 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)
}
// 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]
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
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
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
}
// resolvePath is the inner logic for LevelPath and DoodadPath.
func resolvePath(directory, filename, extension string) string {
if strings.Contains(filename, "/") {
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 _, 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 {
if _, err := os.Stat(test); os.IsNotExist(err) {
continue
}
return test
}
return ""
}