Add Hugo Piper with SCSS support and much more
Before this commit, you would have to use page bundles to do image processing etc. in Hugo.
This commit adds
* A new `/assets` top-level project or theme dir (configurable via `assetDir`)
* A new template func, `resources.Get` which can be used to "get a resource" that can be further processed.
This means that you can now do this in your templates (or shortcodes):
```bash
{{ $sunset := (resources.Get "images/sunset.jpg").Fill "300x200" }}
```
This also adds a new `extended` build tag that enables powerful SCSS/SASS support with source maps. To compile this from source, you will also need a C compiler installed:
```
HUGO_BUILD_TAGS=extended mage install
```
Note that you can use output of the SCSS processing later in a non-SCSSS-enabled Hugo.
The `SCSS` processor is a _Resource transformation step_ and it can be chained with the many others in a pipeline:
```bash
{{ $css := resources.Get "styles.scss" | resources.ToCSS | resources.PostCSS | resources.Minify | resources.Fingerprint }}
<link rel="stylesheet" href="{{ $styles.RelPermalink }}" integrity="{{ $styles.Data.Digest }}" media="screen">
```
The transformation funcs above have aliases, so it can be shortened to:
```bash
{{ $css := resources.Get "styles.scss" | toCSS | postCSS | minify | fingerprint }}
<link rel="stylesheet" href="{{ $styles.RelPermalink }}" integrity="{{ $styles.Data.Digest }}" media="screen">
```
A quick tip would be to avoid the fingerprinting part, and possibly also the not-superfast `postCSS` when you're doing development, as it allows Hugo to be smarter about the rebuilding.
Documentation will follow, but have a look at the demo repo in https://github.com/bep/hugo-sass-test
New functions to create `Resource` objects:
* `resources.Get` (see above)
* `resources.FromString`: Create a Resource from a string.
New `Resource` transformation funcs:
* `resources.ToCSS`: Compile `SCSS` or `SASS` into `CSS`.
* `resources.PostCSS`: Process your CSS with PostCSS. Config file support (project or theme or passed as an option).
* `resources.Minify`: Currently supports `css`, `js`, `json`, `html`, `svg`, `xml`.
* `resources.Fingerprint`: Creates a fingerprinted version of the given Resource with Subresource Integrity..
* `resources.Concat`: Concatenates a list of Resource objects. Think of this as a poor man's bundler.
* `resources.ExecuteAsTemplate`: Parses and executes the given Resource and data context (e.g. .Site) as a Go template.
Fixes #4381
Fixes #4903
Fixes #4858
2018-02-20 09:02:14 +00:00
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// Copyright 2018 The Hugo Authors. All rights reserved.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package resource
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import (
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"encoding/json"
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"io/ioutil"
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"path"
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"path/filepath"
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"strings"
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"sync"
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2018-08-05 09:13:49 +00:00
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"github.com/gohugoio/hugo/helpers"
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Add Hugo Piper with SCSS support and much more
Before this commit, you would have to use page bundles to do image processing etc. in Hugo.
This commit adds
* A new `/assets` top-level project or theme dir (configurable via `assetDir`)
* A new template func, `resources.Get` which can be used to "get a resource" that can be further processed.
This means that you can now do this in your templates (or shortcodes):
```bash
{{ $sunset := (resources.Get "images/sunset.jpg").Fill "300x200" }}
```
This also adds a new `extended` build tag that enables powerful SCSS/SASS support with source maps. To compile this from source, you will also need a C compiler installed:
```
HUGO_BUILD_TAGS=extended mage install
```
Note that you can use output of the SCSS processing later in a non-SCSSS-enabled Hugo.
The `SCSS` processor is a _Resource transformation step_ and it can be chained with the many others in a pipeline:
```bash
{{ $css := resources.Get "styles.scss" | resources.ToCSS | resources.PostCSS | resources.Minify | resources.Fingerprint }}
<link rel="stylesheet" href="{{ $styles.RelPermalink }}" integrity="{{ $styles.Data.Digest }}" media="screen">
```
The transformation funcs above have aliases, so it can be shortened to:
```bash
{{ $css := resources.Get "styles.scss" | toCSS | postCSS | minify | fingerprint }}
<link rel="stylesheet" href="{{ $styles.RelPermalink }}" integrity="{{ $styles.Data.Digest }}" media="screen">
```
A quick tip would be to avoid the fingerprinting part, and possibly also the not-superfast `postCSS` when you're doing development, as it allows Hugo to be smarter about the rebuilding.
Documentation will follow, but have a look at the demo repo in https://github.com/bep/hugo-sass-test
New functions to create `Resource` objects:
* `resources.Get` (see above)
* `resources.FromString`: Create a Resource from a string.
New `Resource` transformation funcs:
* `resources.ToCSS`: Compile `SCSS` or `SASS` into `CSS`.
* `resources.PostCSS`: Process your CSS with PostCSS. Config file support (project or theme or passed as an option).
* `resources.Minify`: Currently supports `css`, `js`, `json`, `html`, `svg`, `xml`.
* `resources.Fingerprint`: Creates a fingerprinted version of the given Resource with Subresource Integrity..
* `resources.Concat`: Concatenates a list of Resource objects. Think of this as a poor man's bundler.
* `resources.ExecuteAsTemplate`: Parses and executes the given Resource and data context (e.g. .Site) as a Go template.
Fixes #4381
Fixes #4903
Fixes #4858
2018-02-20 09:02:14 +00:00
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"github.com/spf13/afero"
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"github.com/BurntSushi/locker"
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)
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const (
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CACHE_CLEAR_ALL = "clear_all"
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CACHE_OTHER = "other"
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)
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type ResourceCache struct {
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rs *Spec
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cache map[string]Resource
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sync.RWMutex
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// Provides named resource locks.
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nlocker *locker.Locker
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}
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// ResourceKeyPartition returns a partition name
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// to allow for more fine grained cache flushes.
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// It will return the file extension without the leading ".". If no
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// extension, it will return "other".
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func ResourceKeyPartition(filename string) string {
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ext := strings.TrimPrefix(path.Ext(filepath.ToSlash(filename)), ".")
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if ext == "" {
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ext = CACHE_OTHER
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}
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return ext
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}
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func newResourceCache(rs *Spec) *ResourceCache {
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return &ResourceCache{
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rs: rs,
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cache: make(map[string]Resource),
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nlocker: locker.NewLocker(),
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}
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}
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func (c *ResourceCache) clear() {
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c.Lock()
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defer c.Unlock()
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c.cache = make(map[string]Resource)
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c.nlocker = locker.NewLocker()
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}
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func (c *ResourceCache) Contains(key string) bool {
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key = c.cleanKey(filepath.ToSlash(key))
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_, found := c.get(key)
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return found
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}
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func (c *ResourceCache) cleanKey(key string) string {
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return strings.TrimPrefix(path.Clean(key), "/")
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}
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func (c *ResourceCache) get(key string) (Resource, bool) {
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c.RLock()
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defer c.RUnlock()
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r, found := c.cache[key]
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return r, found
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}
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func (c *ResourceCache) GetOrCreate(partition, key string, f func() (Resource, error)) (Resource, error) {
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key = c.cleanKey(path.Join(partition, key))
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// First check in-memory cache.
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r, found := c.get(key)
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if found {
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return r, nil
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}
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// This is a potentially long running operation, so get a named lock.
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c.nlocker.Lock(key)
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// Double check in-memory cache.
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r, found = c.get(key)
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if found {
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c.nlocker.Unlock(key)
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return r, nil
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}
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defer c.nlocker.Unlock(key)
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r, err := f()
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if err != nil {
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return nil, err
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}
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c.set(key, r)
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return r, nil
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}
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func (c *ResourceCache) getFilenames(key string) (string, string) {
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filenameBase := filepath.Join(c.rs.GenAssetsPath, key)
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filenameMeta := filenameBase + ".json"
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filenameContent := filenameBase + ".content"
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return filenameMeta, filenameContent
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}
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func (c *ResourceCache) getFromFile(key string) (afero.File, transformedResourceMetadata, bool) {
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c.RLock()
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defer c.RUnlock()
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var meta transformedResourceMetadata
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filenameMeta, filenameContent := c.getFilenames(key)
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fMeta, err := c.rs.Resources.Fs.Open(filenameMeta)
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if err != nil {
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return nil, meta, false
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}
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defer fMeta.Close()
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jsonContent, err := ioutil.ReadAll(fMeta)
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if err != nil {
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return nil, meta, false
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}
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if err := json.Unmarshal(jsonContent, &meta); err != nil {
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return nil, meta, false
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}
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fContent, err := c.rs.Resources.Fs.Open(filenameContent)
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if err != nil {
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return nil, meta, false
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}
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return fContent, meta, true
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}
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// writeMeta writes the metadata to file and returns a writer for the content part.
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func (c *ResourceCache) writeMeta(key string, meta transformedResourceMetadata) (afero.File, error) {
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filenameMeta, filenameContent := c.getFilenames(key)
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raw, err := json.Marshal(meta)
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if err != nil {
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return nil, err
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}
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fm, err := c.openResourceFileForWriting(filenameMeta)
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if err != nil {
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return nil, err
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}
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if _, err := fm.Write(raw); err != nil {
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return nil, err
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}
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return c.openResourceFileForWriting(filenameContent)
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}
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func (c *ResourceCache) openResourceFileForWriting(filename string) (afero.File, error) {
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2018-08-05 09:13:49 +00:00
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return helpers.OpenFileForWriting(c.rs.Resources.Fs, filename)
|
Add Hugo Piper with SCSS support and much more
Before this commit, you would have to use page bundles to do image processing etc. in Hugo.
This commit adds
* A new `/assets` top-level project or theme dir (configurable via `assetDir`)
* A new template func, `resources.Get` which can be used to "get a resource" that can be further processed.
This means that you can now do this in your templates (or shortcodes):
```bash
{{ $sunset := (resources.Get "images/sunset.jpg").Fill "300x200" }}
```
This also adds a new `extended` build tag that enables powerful SCSS/SASS support with source maps. To compile this from source, you will also need a C compiler installed:
```
HUGO_BUILD_TAGS=extended mage install
```
Note that you can use output of the SCSS processing later in a non-SCSSS-enabled Hugo.
The `SCSS` processor is a _Resource transformation step_ and it can be chained with the many others in a pipeline:
```bash
{{ $css := resources.Get "styles.scss" | resources.ToCSS | resources.PostCSS | resources.Minify | resources.Fingerprint }}
<link rel="stylesheet" href="{{ $styles.RelPermalink }}" integrity="{{ $styles.Data.Digest }}" media="screen">
```
The transformation funcs above have aliases, so it can be shortened to:
```bash
{{ $css := resources.Get "styles.scss" | toCSS | postCSS | minify | fingerprint }}
<link rel="stylesheet" href="{{ $styles.RelPermalink }}" integrity="{{ $styles.Data.Digest }}" media="screen">
```
A quick tip would be to avoid the fingerprinting part, and possibly also the not-superfast `postCSS` when you're doing development, as it allows Hugo to be smarter about the rebuilding.
Documentation will follow, but have a look at the demo repo in https://github.com/bep/hugo-sass-test
New functions to create `Resource` objects:
* `resources.Get` (see above)
* `resources.FromString`: Create a Resource from a string.
New `Resource` transformation funcs:
* `resources.ToCSS`: Compile `SCSS` or `SASS` into `CSS`.
* `resources.PostCSS`: Process your CSS with PostCSS. Config file support (project or theme or passed as an option).
* `resources.Minify`: Currently supports `css`, `js`, `json`, `html`, `svg`, `xml`.
* `resources.Fingerprint`: Creates a fingerprinted version of the given Resource with Subresource Integrity..
* `resources.Concat`: Concatenates a list of Resource objects. Think of this as a poor man's bundler.
* `resources.ExecuteAsTemplate`: Parses and executes the given Resource and data context (e.g. .Site) as a Go template.
Fixes #4381
Fixes #4903
Fixes #4858
2018-02-20 09:02:14 +00:00
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}
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func (c *ResourceCache) set(key string, r Resource) {
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c.Lock()
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defer c.Unlock()
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c.cache[key] = r
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}
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func (c *ResourceCache) DeletePartitions(partitions ...string) {
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partitionsSet := map[string]bool{
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// Always clear out the resources not matching the partition.
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"other": true,
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}
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for _, p := range partitions {
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partitionsSet[p] = true
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}
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if partitionsSet[CACHE_CLEAR_ALL] {
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c.clear()
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return
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}
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c.Lock()
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defer c.Unlock()
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for k := range c.cache {
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clear := false
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partIdx := strings.Index(k, "/")
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if partIdx == -1 {
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clear = true
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} else {
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partition := k[:partIdx]
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if partitionsSet[partition] {
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clear = true
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}
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}
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if clear {
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delete(c.cache, k)
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}
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}
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}
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