// Code generated by go-bindata. // sources: // public/app.js // public/css/main.css // public/index.html // 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 _publicAppJs = []byte("\x1f\x8b\x08\x00\x00\x00\x00\x00\x00\xff\x2a\xcf\xcc\x4b\xc9\x2f\xd7\x4b\xcc\x49\x2d\x2a\xd1\x50\x4a\x2c\x28\xd0\xcb\x2a\x56\xc8\xc9\x4f\x4c\x49\x4d\x51\x48\x2b\xca\xcf\x55\x88\x51\xd2\x57\xd2\xb4\x06\x04\x00\x00\xff\xff\xa9\x06\xf7\xa3\x27\x00\x00\x00") func publicAppJsBytes() ([]byte, error) { return bindataRead( _publicAppJs, "public/app.js", ) } func publicAppJs() (*asset, error) { bytes, err := publicAppJsBytes() if err != nil { return nil, err } info := bindataFileInfo{name: "public/app.js", size: 39, mode: os.FileMode(511), modTime: time.Unix(1499700236, 0)} a := &asset{bytes: bytes, info: info} return a, nil } var _publicCssMainCss = []byte("\x1f\x8b\x08\x00\x00\x00\x00\x00\x00\xff\x4a\xca\x4f\xa9\x54\xa8\xe6\xe5\x52\x50\x50\x50\x48\x4a\x4c\xce\x4e\x2f\xca\x2f\xcd\x4b\xd1\x4d\xce\xcf\xc9\x2f\xb2\x52\x48\xca\x49\x4c\xce\xb6\xe6\xe5\xaa\xe5\xe5\x02\x04\x00\x00\xff\xff\x03\x25\x9c\x89\x29\x00\x00\x00") func publicCssMainCssBytes() ([]byte, error) { return bindataRead( _publicCssMainCss, "public/css/main.css", ) } func publicCssMainCss() (*asset, error) { bytes, err := publicCssMainCssBytes() if err != nil { return nil, err } info := bindataFileInfo{name: "public/css/main.css", size: 41, mode: os.FileMode(511), modTime: time.Unix(1499700236, 0)} a := &asset{bytes: bytes, info: info} return a, nil } var _publicIndexHtml = []byte("\x1f\x8b\x08\x00\x00\x00\x00\x00\x00\xff\x4c\x8e\x41\x0e\xc2\x20\x10\x45\xf7\x24\xdc\xe1\xa7\x07\x28\xe9\x7e\x64\xed\x35\x10\x46\xc1\x50\x21\x30\x0b\xbd\xbd\x29\xc5\xc4\xf5\x7f\x6f\xde\x50\x94\x3d\x5b\xad\xb4\xa2\xc8\x2e\x58\xad\x00\x80\x24\x49\x66\x7b\xe5\x9c\x0b\xee\xad\xec\xe8\xe2\x24\x79\x54\xf7\x60\x32\xe7\xaa\x15\x99\xe9\x68\x45\xb7\x12\x3e\x3f\x3b\x6e\x16\x7f\x6e\x7a\x05\x7e\xaf\x47\x08\x64\xe2\x36\xf8\x49\x76\xdf\x52\x15\xf4\xe6\x2f\x8b\x71\xb5\xae\xcf\xbe\x58\x80\xcc\x39\x8c\xc6\xbc\x3c\x72\xc7\xb3\xdf\x00\x00\x00\xff\xff\x7e\xad\xd1\x97\xb3\x00\x00\x00") func publicIndexHtmlBytes() ([]byte, error) { return bindataRead( _publicIndexHtml, "public/index.html", ) } func publicIndexHtml() (*asset, error) { bytes, err := publicIndexHtmlBytes() if err != nil { return nil, err } info := bindataFileInfo{name: "public/index.html", size: 179, mode: os.FileMode(511), modTime: time.Unix(1510219864, 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){ "public/app.js": publicAppJs, "public/css/main.css": publicCssMainCss, "public/index.html": publicIndexHtml, } // 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{ "public": {nil, map[string]*bintree{ "app.js": {publicAppJs, map[string]*bintree{}}, "css": {nil, map[string]*bintree{ "main.css": {publicCssMainCss, map[string]*bintree{}}, }}, "index.html": {publicIndexHtml, 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, "/")...)...) }