doodle/pkg/shmem/globals.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

32 lines
776 B
Go

package shmem
import (
"fmt"
"git.kirsle.net/apps/doodle/lib/render"
)
// Shared globals for easy access throughout the app.
// Not an ideal place to keep things but *shrug*
var (
// Current render engine (i.e. SDL2 or HTML5 Canvas)
// The level.Chunk.ToBitmap() uses this to cache a texture image.
CurrentRenderEngine render.Engine
// Globally available Flash() function so we can emit text to the Doodle UI.
Flash func(string, ...interface{})
// Ajax file cache for WASM use.
AjaxCache map[string][]byte
)
func init() {
AjaxCache = map[string][]byte{}
// Default Flash function in case the app misconfigures it. Output to the
// console in an obvious way.
Flash = func(tmpl string, v ...interface{}) {
fmt.Printf("[shmem.Flash] "+tmpl+"\n", v...)
}
}