Documentation
¶
Overview ¶
Code generated by go-bindata. (@generated) DO NOT EDIT. sources: static/css/style.css static/css/style_classic.css static/css/uikit.gradient.min.css static/favicon.ico static/js/mansory.min.js static/js/script.js static/templates/classic_company.html static/templates/classic_game.html static/templates/company.html static/templates/game.html
here are structs stored that are only used for unmarshalling
Index ¶
- Variables
- func Asset(name string) ([]byte, error)
- func AssetDir(name string) ([]string, error)
- func AssetInfo(name string) (os.FileInfo, error)
- func AssetNames() []string
- func MustAsset(name string) []byte
- func RestoreAsset(dir, name string) error
- func RestoreAssets(dir, name string) error
- type Parser
- type Presskit
- type XMLParser
Constants ¶
This section is empty.
Variables ¶
var CompanyTemplate = "company"
var GameTemplate = "game"
just a simple (not perfect) solution because implemented after first working release
Functions ¶
func Asset ¶
Asset loads and returns the asset for the given name. It returns an error if the asset could not be found or could not be loaded.
func AssetDir ¶
AssetDir returns the file names below a certain directory embedded in the file by go-bindata. For example if you run go-bindata on data/... and data contains the following hierarchy:
data/ foo.txt img/ a.png b.png
then AssetDir("data") would return []string{"foo.txt", "img"} AssetDir("data/img") would return []string{"a.png", "b.png"} AssetDir("foo.txt") and AssetDir("notexist") would return an error AssetDir("") will return []string{"data"}.
func AssetInfo ¶
AssetInfo loads and returns the asset info for the given name. It returns an error if the asset could not be found or could not be loaded.
func MustAsset ¶
MustAsset is like Asset but panics when Asset would return an error. It simplifies safe initialization of global variables.
func RestoreAsset ¶
RestoreAsset restores an asset under the given directory
func RestoreAssets ¶
RestoreAssets restores an asset under the given directory recursively
Types ¶
type Parser ¶
type Parser interface { Extension() string Company([]byte) (*company, error) Game([]byte) (*game, error) }
Parser parses all data files
type Presskit ¶
type Presskit struct { // parser manages the parsing from the data file (e.g. company.xml) to a company object Parser Parser // input paths contains the company data, games and assets InputPath string // output path contains all generated data OutputPath string // if enabled, the output folder will removed and overwritten instead of a error ForceMode bool // use original dopresskit style ClassicStyle bool }
Presskit is created by the caller script and wraps all generation functions