doodle/pkg/level/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

117 lines
2.6 KiB
Go

package level
import (
"errors"
"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"
)
// ListSystemLevels returns a list of built-in levels.
func ListSystemLevels() ([]string, error) {
var names = []string{}
// Add the levels embedded inside the binary.
if levels, err := bindata.AssetDir("assets/levels"); err == nil {
names = append(names, levels...)
}
// WASM
if runtime.GOOS == "js" {
// Return just the embedded ones, no filesystem access.
return names, nil
}
// Read filesystem for system levels.
files, err := ioutil.ReadDir(filesystem.SystemLevelsPath)
for _, file := range files {
name := file.Name()
if strings.HasSuffix(strings.ToLower(name), enum.DoodadExt) {
names = append(names, name)
}
}
return names, err
}
// LoadFile reads a level file from disk, checking a few locations.
func LoadFile(filename string) (*Level, error) {
if !strings.HasSuffix(filename, enum.LevelExt) {
filename += enum.LevelExt
}
// Search the system and user paths for this level.
filename, err := filesystem.FindFile(filename)
if err != nil {
return nil, err
}
// Do we have the file in bindata?
if jsonData, err := bindata.Asset(filename); err == nil {
log.Info("loaded from embedded bindata")
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)
}
// Try the binary format.
if level, err := LoadBinary(filename); err == nil {
return level, nil
} else {
log.Warn(err.Error())
}
// Then the JSON format.
if level, err := LoadJSON(filename); err == nil {
return level, nil
} else {
log.Warn(err.Error())
}
return nil, errors.New("invalid file type")
}
// WriteFile saves a level to disk in the user's config directory.
func (m *Level) WriteFile(filename string) error {
if !strings.HasSuffix(filename, enum.LevelExt) {
filename += enum.LevelExt
}
// Set the version information.
m.Version = 1
m.GameVersion = branding.Version
// bin, err := m.ToBinary()
bin, err := m.ToJSON()
if err != nil {
return err
}
// Save it to their profile directory.
filename = userdir.LevelPath(filename)
log.Info("Write Level: %s", filename)
err = ioutil.WriteFile(filename, bin, 0644)
if err != nil {
return fmt.Errorf("level.WriteFile: %s", err)
}
return nil
}