mirror of
https://github.com/taigrr/wails.git
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* Get it compiling
* Stubs in place to compile
* Semi runs
* add darwin platform for server
* Evaluation working correctly. Still WIP
* Ignore favicon for desktop
* lint
* Remove feature flag code
* More feature flag removal
* Support sending messages to the backend
* Callbacks working
* Add Center + refactor prefs
* Fix logger
* Callback hooks for MOAE
* Update packages
* ignore test builds
* Support Un/Fullscreen
* vscode stuff
* Only show window when rendered
* Get it compiling again!
* Support tons of stuff!
* Tidy up
* More refactoring
* WIP [bugged]
* Got get frame working
* fix setsize and setposition
* Add Mac Application Options
* Add HideTitleBar
* Support more mac window options
* Add Toolbar support for Mac
* Support colour
* Support runtime colour change
* Moved options to own package
* Refactored mac titlebar options
* Support hidden titlebar
* Support HiddenInset Titlebar
* Support TitleBar Default
Fixed merging defaults
* Sample titlebars
* Fix minmax app
* Min/Max size supported
* WIP: Support multiple value return
* Support OpenDialog
* Remove old dialog code
* change service bus topics for dialogs
* Revert changes to v1
* Use options struct for dialogs
* Initial support for OpenDialog
* Support selecting files+dirs
* Support multiple files in dialog
* Support all dialog properties
* Add comments
* Filter support
* Support default directory
* Support SaveDialog
* Tidy Up
* WIP: Basics of window drag
* Support window dragging
* Update tests
* Frameless is calculated for Mac
* Tidy up
* Support vibrancy and transparency for webview
Options Colour -> RGBA
* Rename vibrancy to appearance
* Add default appearance
* Refactor part 1
* Refactor Part 2
* Support Translucent Window Background
* Update runtime test
* Add IsDarkMode
Updated runtime test
* Support theme mode change event
* Misc fixes for events
* Support OnMultiple
* Small fixes to frontend events
* Add System calls to runtime
* Add system calls to js runtime
* Support System calls in Go Runtime
* Port Sync Store
* Refactor store. Add get().
* Refactor system. Add IsDarkMode state store
* Use IsDarkMode state store
* Remove generated files
* Support setting app state at startup
* Add Store to go runtime
* Update runtime to v1.0.3
* Remove unused event messages
* Debugging
* initial kitchen sink
* Fix right click crash
* Better drag support
* WIP
* Remove log package
* Add Log to Go runtime
* Add logging to kitchen sink
* Improved CodeBlock. Dark mode to store.
* Start Events. List styling moved to global scope.
* Make logger a public package
* Revert logger package
* Major logging refactor
* Make Ffenestri use logging subsystem.
* Debug refactor
* Add trace to JS runtime
* Migrate runtime to @wails
* Support Trace in kitchensink
* Support trace in go runtime
* Support log level
* Support Print in JS runtime
* Runtime v1.0.1
* Move Info message to Trace
* Support Print logging
* Updated Logger interface
* Fix number of methods in Log
* Support SetLogLevel() at runtime
Refactor of loglevel
* Made go runtime package public.
Using loglevel store to keep loglevel in sync
* Support dynamic loglevel
* Runtime refactor
* Fully refactored logging
* Better looking scrollbar
* Terminal output component
* Link component
* SetLogLevel fully supported
* Runtime defs update.
Slight System refactor
* More Logging updates
* Move preview for SetLogLevel
* Fix log level reactivity.
Misc fixes and tweaks
* logging: slight refactor
* Update logger constants to fix default values
* @wails/runtime v1.0.4
* Fix change in logging levels
* hook in windowWillClose
* refactor clilogger
* WIP Events.On
* Add Events.On
* Improved error handling?
* Disable annoying smart quotes
* update runtime definitions
* Support Emit & Once. Improved On.
* Remove old event methods
* Remove old Event methods
* Update runtime in kitchensink
* Revert Fatal on JS Error
* Tidy up events runtime
* Finish events page
* Update Browser runtime API
* Unify Browser runtime
* JS Runtime v1.0.8
* Fix browser runtime export
* Remove debug line
* Add Browser examples
* Update title
* Improved runtime.System
* Update runtime.System to make all methods
* Expose System methods in Go runtime
* Add System to kitchensink
* Huge improvement to calls: Now handles objects
* Add JS runtime Dialog
* Dialog WIP
* Js package generation (#554)
* WIP
* Generation of index.js
* Add RelativeToCwd
* Add JSDoc comments
* Convert to ES6 syntax
* Fix typo
* Initial generation of typescript declarations
* Typescript improvements
* Improved @returns jsdoc
* Improved declaration files
* Simplified output
* Rename file
* Tidy up
* Revert "Simplified output"
This reverts commit 15cdf7382b.
* Now parsing actual code
* Support Array types
* Reimagined parser
* Wrap parsing in Parser
* Rewritten module generator (TS Only)
* Final touches
* Slight refactor to improve output
* Struct comments. External struct literal binding
* Reworked project parser *working*
* remove debug info
* Refactor of parser
* remove the spew
* Better Ts support
* Better project generation logic
* Support local functions in bind()
* JS Object generation. Linting.
* Support json tags in module generation
* Updated mod files
* Support vscode file generation
* Better global.d.ts
* add ts-check to templates
* Support TS declaration files
* improved 'generate' command for module
Co-authored-by: Travis McLane <tmclane@gmail.com>
201 lines
4.8 KiB
Go
201 lines
4.8 KiB
Go
package html
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import (
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"bytes"
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"fmt"
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"io"
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"io/ioutil"
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"path/filepath"
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"strings"
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"github.com/leaanthony/slicer"
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"github.com/wailsapp/wails/v2/internal/assetdb"
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"golang.org/x/net/html"
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)
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// AssetBundle is a collection of Assets
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type AssetBundle struct {
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assets []*Asset
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basedirectory string
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}
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// NewAssetBundle creates a new AssetBundle struct containing
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// the given html and all the assets referenced by it
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func NewAssetBundle(pathToHTML string) (*AssetBundle, error) {
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// Create result
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result := &AssetBundle{
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basedirectory: filepath.Dir(pathToHTML),
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}
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err := result.loadAssets(pathToHTML)
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if err != nil {
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return nil, err
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}
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return result, nil
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}
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// loadAssets processes the given html file and loads in
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// all referenced assets
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func (a *AssetBundle) loadAssets(pathToHTML string) error {
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// Save HTML
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htmlAsset := &Asset{
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Type: AssetTypes.HTML,
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Path: filepath.Base(pathToHTML),
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}
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err := htmlAsset.Load(a.basedirectory)
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if err != nil {
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return err
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}
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a.assets = append(a.assets, htmlAsset)
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return a.processHTML(htmlAsset.AsString())
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}
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// Credit to: https://drstearns.github.io/tutorials/tokenizing/
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func (a *AssetBundle) processHTML(htmldata string) error {
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// Tokenize the html
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buf := bytes.NewBufferString(htmldata)
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tokenizer := html.NewTokenizer(buf)
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for {
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//get the next token type
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tokenType := tokenizer.Next()
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//if it's an error token, we either reached
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//the end of the file, or the HTML was malformed
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if tokenType == html.ErrorToken {
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err := tokenizer.Err()
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if err == io.EOF {
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//end of the file, break out of the loop
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break
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}
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//otherwise, there was an error tokenizing,
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//which likely means the HTML was malformed.
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//since this is a simple command-line utility,
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//we can just use log.Fatalf() to report the error
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//and exit the process with a non-zero status code
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return tokenizer.Err()
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}
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//process the token according to the token type...
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if tokenType == html.StartTagToken {
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//get the token
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token := tokenizer.Token()
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//if the name of the element is "title"
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if "link" == token.Data {
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//the next token should be the page title
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tokenType = tokenizer.Next()
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//just make sure it's actually a text token
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asset := &Asset{}
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for _, attr := range token.Attr {
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// Favicon
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if attr.Key == "rel" && attr.Val == "icon" {
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asset.Type = AssetTypes.FAVICON
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}
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if attr.Key == "href" {
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asset.Path = attr.Val
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}
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// stylesheet
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if attr.Key == "rel" && attr.Val == "stylesheet" {
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asset.Type = AssetTypes.CSS
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}
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}
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err := asset.Load(a.basedirectory)
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if err != nil {
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return err
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}
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a.assets = append(a.assets, asset)
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}
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if "script" == token.Data {
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tokenType = tokenizer.Next()
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//just make sure it's actually a text token
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asset := &Asset{Type: AssetTypes.JS}
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for _, attr := range token.Attr {
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if attr.Key == "src" {
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asset.Path = attr.Val
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break
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}
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}
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err := asset.Load(a.basedirectory)
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if err != nil {
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return err
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}
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a.assets = append(a.assets, asset)
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}
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}
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}
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return nil
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}
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// WriteToCFile dumps all the assets to C files in the given directory
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func (a *AssetBundle) WriteToCFile(targetDir string) (string, error) {
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// Write out the assets.c file
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var cdata strings.Builder
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// Write header
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header := `// assets.c
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// Cynhyrchwyd y ffeil hon yn awtomatig. PEIDIWCH Â MODIWL.
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// This file was auto-generated. DO NOT MODIFY.
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`
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cdata.WriteString(header)
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// Loop over the Assets
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var err error
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assetVariables := slicer.String()
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var variableName string
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for index, asset := range a.assets {
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// For desktop we ignore the favicon
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if asset.Type == AssetTypes.FAVICON {
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continue
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}
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variableName = fmt.Sprintf("%s%d", asset.Type, index)
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assetCdata := fmt.Sprintf("const unsigned char %s[]={ %s0x00 };\n", variableName, asset.AsCHexData())
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cdata.WriteString(assetCdata)
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assetVariables.Add(variableName)
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}
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if assetVariables.Length() > 0 {
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cdata.WriteString(fmt.Sprintf("\nconst unsigned char *assets[] = { %s, 0x00 };", assetVariables.Join(", ")))
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} else {
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cdata.WriteString("\nconst unsigned char *assets[] = { 0x00 };")
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}
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// Save file
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assetsFile := filepath.Join(targetDir, "assets.c")
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err = ioutil.WriteFile(assetsFile, []byte(cdata.String()), 0600)
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if err != nil {
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return "", err
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}
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return assetsFile, nil
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}
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// ConvertToAssetDB returns an assetdb.AssetDB initialized with
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// the items in the AssetBundle
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func (a *AssetBundle) ConvertToAssetDB() (*assetdb.AssetDB, error) {
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assetdb := assetdb.NewAssetDB()
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// Loop over the Assets
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for _, asset := range a.assets {
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assetdb.AddAsset(asset.Path, []byte(asset.Data))
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}
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return assetdb, nil
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}
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// Dump will output the assets to the terminal
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func (a *AssetBundle) Dump() {
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println("Assets:")
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for _, asset := range a.assets {
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asset.Dump()
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}
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}
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