Example #1
0
// SpriteMap returns a sprite from the passed glob and sprite
// parameters.
func SpriteMap(ctx *libsass.Context, usv libsass.UnionSassValue) libsass.UnionSassValue {
	var glob string
	var spacing libsass.SassNumber
	err := libsass.Unmarshal(usv, &glob, &spacing)
	if err != nil {
		return libsass.Error(err)
	}
	imgs := sw.ImageList{
		ImageDir:  ctx.ImageDir,
		BuildDir:  ctx.BuildDir,
		GenImgDir: ctx.GenImgDir,
	}
	imgs.Padding = int(spacing.Value)
	if cglob, err := strconv.Unquote(glob); err == nil {
		glob = cglob
	}

	key := glob + strconv.FormatInt(int64(spacing.Value), 10)
	// TODO: benchmark a single write lock against this
	// read lock then write lock
	ctx.Sprites.RLock()
	if _, ok := ctx.Sprites.M[key]; ok {
		ctx.Sprites.RUnlock()
		res, err := libsass.Marshal(key)
		if err != nil {
			return libsass.Error(err)
		}
		return res
	}
	ctx.Sprites.RUnlock()

	err = imgs.Decode(glob)
	if err != nil {
		return libsass.Error(err)
	}
	_, err = imgs.Combine()
	if err != nil {
		return libsass.Error(err)
	}

	_, err = imgs.Export()
	if err != nil {
		return libsass.Error(err)
	}

	res, err := libsass.Marshal(key)
	ctx.Sprites.Lock()
	ctx.Sprites.M[key] = imgs
	ctx.Sprites.Unlock()
	if err != nil {
		return libsass.Error(err)
	}

	return res
}