183 lines
5.7 KiB
Go
183 lines
5.7 KiB
Go
// This work is subject to the CC0 1.0 Universal (CC0 1.0) Public Domain Dedication
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// license. Its contents can be found at:
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// http://creativecommons.org/publicdomain/zero/1.0/
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package bindata
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import (
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"fmt"
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"os"
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"path/filepath"
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)
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// InputConfig defines options on a asset directory to be convert.
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type InputConfig struct {
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// Path defines a directory containing asset files to be included
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// in the generated output.
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Path string
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// Recusive defines whether subdirectories of Path
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// should be recursively included in the conversion.
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Recursive bool
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}
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// Config defines a set of options for the asset conversion.
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type Config struct {
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// Name of the package to use. Defaults to 'main'.
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Package string
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// Tags specify a set of optional build tags, which should be
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// included in the generated output. The tags are appended to a
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// `// +build` line in the beginning of the output file
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// and must follow the build tags syntax specified by the go tool.
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Tags string
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// Input defines the directory path, containing all asset files as
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// well as whether to recursively process assets in any sub directories.
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Input InputConfig
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// Output defines the output file for the generated code.
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// If left empty, this defaults to 'bindata.go' in the current
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// working directory.
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Output string
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// Prefix defines a path prefix which should be stripped from all
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// file names when generating the keys in the table of contents.
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// For example, running without the `-prefix` flag, we get:
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//
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// $ go-bindata /path/to/templates
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// go_bindata["/path/to/templates/foo.html"] = _path_to_templates_foo_html
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//
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// Running with the `-prefix` flag, we get:
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//
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// $ go-bindata -prefix "/path/to/" /path/to/templates/foo.html
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// go_bindata["templates/foo.html"] = templates_foo_html
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Prefix string
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// NoMemCopy will alter the way the output file is generated.
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//
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// It will employ a hack that allows us to read the file data directly from
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// the compiled program's `.rodata` section. This ensures that when we call
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// call our generated function, we omit unnecessary mem copies.
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//
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// The downside of this, is that it requires dependencies on the `reflect` and
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// `unsafe` packages. These may be restricted on platforms like AppEngine and
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// thus prevent you from using this mode.
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//
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// Another disadvantage is that the byte slice we create, is strictly read-only.
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// For most use-cases this is not a problem, but if you ever try to alter the
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// returned byte slice, a runtime panic is thrown. Use this mode only on target
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// platforms where memory constraints are an issue.
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//
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// The default behaviour is to use the old code generation method. This
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// prevents the two previously mentioned issues, but will employ at least one
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// extra memcopy and thus increase memory requirements.
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//
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// For instance, consider the following two examples:
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//
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// This would be the default mode, using an extra memcopy but gives a safe
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// implementation without dependencies on `reflect` and `unsafe`:
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//
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// func myfile() []byte {
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// return []byte{0x89, 0x50, 0x4e, 0x47, 0x0d, 0x0a, 0x1a}
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// }
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//
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// Here is the same functionality, but uses the `.rodata` hack.
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// The byte slice returned from this example can not be written to without
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// generating a runtime error.
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//
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// var _myfile = "\x89\x50\x4e\x47\x0d\x0a\x1a"
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//
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// func myfile() []byte {
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// var empty [0]byte
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// sx := (*reflect.StringHeader)(unsafe.Pointer(&_myfile))
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// b := empty[:]
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// bx := (*reflect.SliceHeader)(unsafe.Pointer(&b))
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// bx.Data = sx.Data
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// bx.Len = len(_myfile)
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// bx.Cap = bx.Len
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// return b
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// }
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NoMemCopy bool
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// NoCompress means the assets are /not/ GZIP compressed before being turned
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// into Go code. The generated function will automatically unzip
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// the file data when called. Defaults to false.
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NoCompress bool
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// Perform a debug build. This generates an asset file, which
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// loads the asset contents directly from disk at their original
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// location, instead of embedding the contents in the code.
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//
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// This is mostly useful if you anticipate that the assets are
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// going to change during your development cycle. You will always
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// want your code to access the latest version of the asset.
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// Only in release mode, will the assets actually be embedded
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// in the code. The default behaviour is Release mode.
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Debug bool
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// Recursively process all assets in the input directory and its
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// sub directories. This defaults to false, so only files in the
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// input directory itself are read.
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Recursive bool
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}
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// NewConfig returns a default configuration struct.
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func NewConfig() *Config {
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c := new(Config)
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c.Package = "main"
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c.NoMemCopy = false
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c.NoCompress = false
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c.Debug = false
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c.Recursive = false
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return c
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}
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// validate ensures the config has sane values.
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// Part of which means checking if certain file/directory paths exist.
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func (c *Config) validate() error {
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if len(c.Package) == 0 {
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return fmt.Errorf("Missing package name")
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}
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stat, err := os.Lstat(c.Input.Path)
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if err != nil {
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return fmt.Errorf("Input path: %v", err)
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}
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if !stat.IsDir() {
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return fmt.Errorf("Input path is not a directory.")
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}
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if len(c.Output) == 0 {
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cwd, err := os.Getwd()
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if err != nil {
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return fmt.Errorf("Unable to determine current working directory.")
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}
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c.Output = filepath.Join(cwd, "bindata.go")
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}
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stat, err = os.Lstat(c.Output)
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if err != nil {
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if !os.IsNotExist(err) {
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return fmt.Errorf("Output path: %v", err)
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}
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// File does not exist. This is fine, just make
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// sure the directory it is to be in exists.
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dir, _ := filepath.Split(c.Output)
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err = os.MkdirAll(dir, 0744)
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if err != nil {
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return fmt.Errorf("Create output directory: %v", err)
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}
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}
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if stat != nil && stat.IsDir() {
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return fmt.Errorf("Output path is a directory.")
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}
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return nil
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}
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