doodle/pkg/doodads/fmt_readwrite.go
Noah Petherbridge b17ca34de2 Bindata: Embedding Doodads and Levels (for WASM)
* Use `go-bindata` to embed built-in doodads and levels directly into
  the Doodle binary. `make bindata` produces the bindata source file.
* Add `FromJSON()` method to Levels and Doodads to load objects from
  JSON strings in memory (for bindata built-ins or WASM ajax requests)
* Update file loading functions to check the embedded bindata files.
  * pkg/config.go#EditFile:
    * Supports editing a level from bindata (TODO: remove this support)
    * If the "assets/levels/%(simple-name.level)" exists in bindata,
      edits that drawing.
    * No such support for editing built-in doodads.
    * WASM has no filesystem access to edit files except built-in
      levels (yet)
  * pkg/doodads#ListDoodads:
    * Prepends built-in doodads from bindata to the returned list.
    * WASM: no filesystem access so gets only the built-ins.
  * pkg/doodads#LoadFile:
    * Checks built-in bindata store first for doodad files.
    * WASM: tries an HTTP request if not found in bindata but can go no
      further if not found (no filesystem access)
  * pkg/filesystem#FindFile:
    * This function finds a level/doodad by checking all the places.
    * If the level or doodad exists in bindata built-in, always returns
      its system path like "assets/doodads/test.doodad"
    * WASM: always returns the built-in candidate path even if not found
      in bindata so that ajax GET can be attempted.
  * pkg/level#ListSystemLevels:
    * New function that lists the system level files, similar to the
      equivalent doodads function.
    * Prepends the bindata built-in level files.
    * WASM: only returns the built-ins (no filesystem support)
    * Desktop: also lists and returns the assets/levels/ directory.
  * pkg/level#LoadFile:
    * Like the doodads.LoadFile, tries from built-in bindata first, then
      ajax request (WASM) before accessing the filesystem (desktop)
* Menu Scene: TODO, list the built-in levels in the Load Level menu.
  This feature will soon go away when WASM gets its own storage for user
  levels (localStorage instead of filesystem)
2019-06-27 15:07:34 -07:00

109 lines
2.7 KiB
Go

package doodads
import (
"fmt"
"io/ioutil"
"runtime"
"strings"
"git.kirsle.net/apps/doodle/pkg/bindata"
"git.kirsle.net/apps/doodle/pkg/branding"
"git.kirsle.net/apps/doodle/pkg/enum"
"git.kirsle.net/apps/doodle/pkg/filesystem"
"git.kirsle.net/apps/doodle/pkg/log"
"git.kirsle.net/apps/doodle/pkg/userdir"
"git.kirsle.net/apps/doodle/pkg/wasm"
)
// ListDoodads returns a listing of all available doodads between all locations,
// including user doodads.
func ListDoodads() ([]string, error) {
var names []string
// List doodads embedded into the binary.
if files, err := bindata.AssetDir("assets/doodads"); err == nil {
names = append(names, files...)
}
// WASM
if runtime.GOOS == "js" {
// Return the array of doodads embedded in the bindata.
// TODO: append user doodads to the list.
return names, nil
}
// Read system-level doodads first. Ignore errors, if the system path is
// empty we still go on to read the user directory.
files, _ := ioutil.ReadDir(filesystem.SystemDoodadsPath)
for _, file := range files {
name := file.Name()
if strings.HasSuffix(strings.ToLower(name), enum.DoodadExt) {
names = append(names, name)
}
}
// Append user doodads.
userFiles, err := userdir.ListDoodads()
names = append(names, userFiles...)
return names, err
}
// LoadFile reads a doodad file from disk, checking a few locations.
func LoadFile(filename string) (*Doodad, error) {
if !strings.HasSuffix(filename, enum.DoodadExt) {
filename += enum.DoodadExt
}
// Search the system and user paths for this level.
filename, err := filesystem.FindFile(filename)
if err != nil {
return nil, fmt.Errorf("doodads.LoadFile(%s): %s", filename, err)
}
// Do we have the file in bindata?
if jsonData, err := bindata.Asset(filename); err == nil {
return FromJSON(filename, jsonData)
}
// WASM: try the file over HTTP ajax request.
if runtime.GOOS == "js" {
jsonData, err := wasm.HTTPGet(filename)
if err != nil {
return nil, err
}
return FromJSON(filename, jsonData)
}
// Load the JSON file from the filesystem.
return LoadJSON(filename)
}
// WriteFile saves a doodad to disk in the user's config directory.
func (d *Doodad) WriteFile(filename string) error {
if !strings.HasSuffix(filename, enum.DoodadExt) {
filename += enum.DoodadExt
}
// Set the version information.
d.Version = 1
d.GameVersion = branding.Version
// bin, err := m.ToBinary()
bin, err := d.ToJSON()
if err != nil {
return err
}
// Save it to their profile directory.
filename = userdir.DoodadPath(filename)
log.Info("Write Doodad: %s", filename)
err = ioutil.WriteFile(filename, bin, 0644)
if err != nil {
return fmt.Errorf("doodads.WriteFile: %s", err)
}
return nil
}