// Code generated by go-bindata. // sources: // assets/app.js // assets/index.html // assets/picodom.js // assets/styles.css // DO NOT EDIT! package main import ( "bytes" "compress/gzip" "fmt" "io" "io/ioutil" "os" "path/filepath" "strings" "time" ) func bindataRead(data []byte, name string) ([]byte, error) { gz, err := gzip.NewReader(bytes.NewBuffer(data)) if err != nil { return nil, fmt.Errorf("Read %q: %v", name, err) } var buf bytes.Buffer _, err = io.Copy(&buf, gz) clErr := gz.Close() if err != nil { return nil, fmt.Errorf("Read %q: %v", name, err) } if clErr != nil { return nil, err } return buf.Bytes(), nil } type asset struct { bytes []byte info os.FileInfo } type bindataFileInfo struct { name string size int64 mode os.FileMode modTime time.Time } func (fi bindataFileInfo) Name() string { return fi.name } func (fi bindataFileInfo) Size() int64 { return fi.size } func (fi bindataFileInfo) Mode() os.FileMode { return fi.mode } func (fi bindataFileInfo) ModTime() time.Time { return fi.modTime } func (fi bindataFileInfo) IsDir() bool { return false } func (fi bindataFileInfo) Sys() interface{} { return nil } var _appJs = 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func appJsBytes() ([]byte, error) { return bindataRead( _appJs, "app.js", ) } func appJs() (*asset, error) { bytes, err := appJsBytes() if err != nil { return nil, err } info := bindataFileInfo{name: "app.js", size: 1873, mode: os.FileMode(436), modTime: time.Unix(1515242360, 0)} a := &asset{bytes: bytes, info: info} return a, nil } var _indexHtml = 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func indexHtmlBytes() ([]byte, error) { return bindataRead( _indexHtml, "index.html", ) } func indexHtml() (*asset, error) { bytes, err := indexHtmlBytes() if err != nil { return nil, err } info := bindataFileInfo{name: "index.html", size: 615, mode: os.FileMode(436), modTime: time.Unix(1505973140, 0)} a := &asset{bytes: bytes, info: info} return a, nil } var _picodomJs = 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func picodomJsBytes() ([]byte, error) { return bindataRead( _picodomJs, "picodom.js", ) } func picodomJs() (*asset, error) { bytes, err := picodomJsBytes() if err != nil { return nil, err } info := bindataFileInfo{name: "picodom.js", size: 2299, mode: os.FileMode(436), modTime: time.Unix(1505973119, 0)} a := &asset{bytes: bytes, info: info} return a, nil } var _stylesCss = 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func stylesCssBytes() ([]byte, error) { return bindataRead( _stylesCss, "styles.css", ) } func stylesCss() (*asset, error) { bytes, err := stylesCssBytes() if err != nil { return nil, err } info := bindataFileInfo{name: "styles.css", size: 1514, mode: os.FileMode(436), modTime: time.Unix(1505976763, 0)} a := &asset{bytes: bytes, info: info} return a, nil } // 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 Asset(name string) ([]byte, error) { cannonicalName := strings.Replace(name, "\\", "/", -1) if f, ok := _bindata[cannonicalName]; ok { a, err := f() if err != nil { return nil, fmt.Errorf("Asset %s can't read by error: %v", name, err) } return a.bytes, nil } return nil, fmt.Errorf("Asset %s not found", name) } // MustAsset is like Asset but panics when Asset would return an error. // It simplifies safe initialization of global variables. func MustAsset(name string) []byte { a, err := Asset(name) if err != nil { panic("asset: Asset(" + name + "): " + err.Error()) } return a } // 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 AssetInfo(name string) (os.FileInfo, error) { cannonicalName := strings.Replace(name, "\\", "/", -1) if f, ok := _bindata[cannonicalName]; ok { a, err := f() if err != nil { return nil, fmt.Errorf("AssetInfo %s can't read by error: %v", name, err) } return a.info, nil } return nil, fmt.Errorf("AssetInfo %s not found", name) } // AssetNames returns the names of the assets. func AssetNames() []string { names := make([]string, 0, len(_bindata)) for name := range _bindata { names = append(names, name) } return names } // _bindata is a table, holding each asset generator, mapped to its name. var _bindata = map[string]func() (*asset, error){ "app.js": appJs, "index.html": indexHtml, "picodom.js": picodomJs, "styles.css": stylesCss, } // 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 AssetDir(name string) ([]string, error) { node := _bintree if len(name) != 0 { cannonicalName := strings.Replace(name, "\\", "/", -1) pathList := strings.Split(cannonicalName, "/") for _, p := range pathList { node = node.Children[p] if node == nil { return nil, fmt.Errorf("Asset %s not found", name) } } } if node.Func != nil { return nil, fmt.Errorf("Asset %s not found", name) } rv := make([]string, 0, len(node.Children)) for childName := range node.Children { rv = append(rv, childName) } return rv, nil } type bintree struct { Func func() (*asset, error) Children map[string]*bintree } var _bintree = &bintree{nil, map[string]*bintree{ "app.js": &bintree{appJs, map[string]*bintree{}}, "index.html": &bintree{indexHtml, map[string]*bintree{}}, "picodom.js": &bintree{picodomJs, map[string]*bintree{}}, "styles.css": &bintree{stylesCss, map[string]*bintree{}}, }} // RestoreAsset restores an asset under the given directory func RestoreAsset(dir, name string) error { data, err := Asset(name) if err != nil { return err } info, err := AssetInfo(name) if err != nil { return err } err = os.MkdirAll(_filePath(dir, filepath.Dir(name)), os.FileMode(0755)) if err != nil { return err } err = ioutil.WriteFile(_filePath(dir, name), data, info.Mode()) if err != nil { return err } err = os.Chtimes(_filePath(dir, name), info.ModTime(), info.ModTime()) if err != nil { return err } return nil } // RestoreAssets restores an asset under the given directory recursively func RestoreAssets(dir, name string) error { children, err := AssetDir(name) // File if err != nil { return RestoreAsset(dir, name) } // Dir for _, child := range children { err = RestoreAssets(dir, filepath.Join(name, child)) if err != nil { return err } } return nil } func _filePath(dir, name string) string { cannonicalName := strings.Replace(name, "\\", "/", -1) return filepath.Join(append([]string{dir}, strings.Split(cannonicalName, "/")...)...) }