// Code generated by go-bindata. // sources: // arcadefont.png // DO NOT EDIT! // +build example package assets import ( "fmt" "io/ioutil" "os" "path/filepath" "strings" "time" ) 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 _arcadefontPng = []byte("\x89PNG\r\n\x1a\n\x00\x00\x00\rIHDR\x00\x00\x00\x80\x00\x00\x000\b\x03\x00\x00\x00\xee*\x82\x8c\x00\x00\x00\x06PLTE\x00\x00\x00\xff\xff\xff\xa5\u065f\xdd\x00\x00\x00\x01tRNS\x00@\xe6\xd8f\x00\x00\x03\x98IDATx\x9c\xc4X\x89\x96\xac(\f\xe5\xd6\xf3\xff\u007f9\xd3B\x96\x9b\x18\u0469\xe99/\u0765\x82\x81\xec\v~F\x00\xa0\xd7\xf5\x10\xf3t=\xdf#\xe1\xdbCY\xf4\x0e0>\xbb\x97F\xf9\xdc{\x8e\xe6\xbf\b*\xa2\xfc\\%X,\xf7\r\ti\x18\x90\xf9\xbf(bm#sNN|\xdeW\x98\xbes\x80W\xa4\x8d~B];\xc1\t\x89\x13\x14\u01e7\xa1\x8e\x9d\x01{P\x04\x10\x8f\xa3\x19\xfbz\x9a@\x1e\x99\xb5\xf5\x0e\xffG\xc2,>\x01\xb2]\xb7o\xe6(\x99@\x12G2\xff\xd6r\u04cc\x8b!\t\xd1\xe8\x89\tYE\xeb\x04\xbd\xc8\u007f\xef\xc7H\x174a\xf2\x10\x05\xd5i\xff\x85\x9b\xfc\nli\x81\x9d,9\xcfZ\xa63\x92\x87\x11s\xa2\xc3\xce\u0248\x884\x83\xb5\xf0\u03f4m(y\xbd\a*G\x8d\xaf\x8b\xe5\x05\xba[*\x1b\xe9^\x9c?6\xfcy<&\x1f8=B\xc02\x12}\x01q\x1cQOq\xbb\x85\x88N\xf5\xd0I\xcd\xe5Q\t$cJ\"\xc8\u0487)HA\xc1u\xe3\xda\xd79\x90\u034ff\xc1\xf0x\x82\xe5*\x962\xe6]A\xb0\x90\xbd\xec\xef\x02\x93\x8f\xa4\xf7\x87\xaa\x9f\xe9',SM#Hp\xd4\x1b\xdb^'\x95\x13\x96\xf1\x85\xa4\xc2\xe4\xdd\xccj\x8a\x8eb1\x9b/\xf4!\rc1\xd8\xc8\xf4;\xf0*\u05c0\x95~\t\u007fR\x84i\xc65\xa4o\u0709\xd9\t\x91\xe69l\v\xfe\xe9\x84\u04df\xf4\xa5\x19\vP\xf7_\xfe\x91\x8d\xd8\xe9u\x8c\xceM\xf2\x04,\x9c\x89!\xc8g\xe6!wd\xe4\u0152*\xfdf\xf3\x16*J\u06e8\x1c\xc1\x19\xe3u\x9b\xe7\xfc\xa03ro\xea{\x16\x91\x198\u0167\xfc\xe7q^\xa1\x98`P\xee\xbc+\xa3\xb9\xbe\xab\xa4Y\xde\xcf\xe9\x15K\xd3\"\x97*\x0f\xdc\xca\u0499e\xe2r\u01c6\a\t\u01a9\x01A\xed\x94\x16\x8e\x00T\f\u01e5\xdcI\xd3;\u03ce5R)\xa9\xb6\xe8\u0096\xff\u03c9\xe0\r\x1c\x1e\xbe*`\x1a\xa7\f\x99\u3e09k\x89b\x15\x1b \xf2^nn\x15>\xcb\xf63\fE\xbb\v\x1f\xeb\xb0v\x8b\x05\x90L-\xe4J\"\xe4r\"-\xfe\xe6`\xf2@7U\x81\xeaD\\\xc6(=\xe2(%\x83\x9e\x904\xb5\xf0y\xd9y\x8f<`\x89P3 \xf8>bl\x89\x11\x1e\xcd\"\xa5\xdc\\m\xa2\xb3\x9eZi\xffc\xa7\xa9\xbe\xa1y\v\xef\x9a\u0783\xd1+\x89\x8b\b:\x13\x88m\xf4`|\x17\xb6\x86\x83U\xc9.\x85\xcb\xf0/\x06\xc6@\x0e\xb7`\xa3\x8f\x11o|\xac#BtP\x89\xfe\x068\x80\x81Z\xd9\xea'\x9d\xd4s\xc8`\r'\u007f\x18\xe3\xe2\x03\x86\xd9Z\u4581o\xe1\xcb\xf8\xff'\x00\x00\xff\xff\"\xd9\xed\u04b0\xcb\xea\x95\x00\x00\x00\x00IEND\xaeB`\x82") func arcadefontPngBytes() ([]byte, error) { return _arcadefontPng, nil } func arcadefontPng() (*asset, error) { bytes, err := arcadefontPngBytes() if err != nil { return nil, err } info := bindataFileInfo{name: "arcadefont.png", size: 1008, mode: os.FileMode(420), modTime: time.Unix(1463226773, 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){ "arcadefont.png": arcadefontPng, } // 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{ "arcadefont.png": {arcadefontPng, 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, "/")...)...) }