* Fix deduping assets * hash assets in the linker * fix extracting assets * Fix the hashed asset name * deserialize the asset back from the link section * prevent the read from being inlined * remove some extra logs * Fix liveview routing * Only look for direct dependencies on dioxus features * fix wasm split test * On wasm, create a new object file with the asset information * Fix multiple assets * add a regression test for 3467 * fix image link * fix linker out file * fix linux linker args * add windows linker command * fix linux link args * fix windows target triple * Expose an option to build assets in the linker intercept * Fix the standalone optimizer and document it in the dx help command * include the cli opt version in the hash * fix clippy * fix ssg port * add a safety note to the read_volatile call * move found assets log * fix some merge conflicts * fix build * make most env var for the linker optional * guess the target triple when dx acts as the linker intercept * automatically find the linker for normal builds * use the right linker in wasm mode * fix mac linker * look inside archive files (rlibs) * remove out.txt * fix clippy * fix typo * fix clippy * fix build * fix dx link name in docs * ignore libcompiler_builtins warnings * fix playwright * pass typocheck * fix printing sysroot * Modify final binary * fix wasm assets * remove old link section logic * fix tests * forward manganis export args * fail to evaluate relocatable address * retain all exports in the same pattern as other platforms * Fix adding assets during a wasm hot patch * less nesting and remove logs * fix clippy * log pdb files * read from pdb * print data section contents * print with object * normal windows builds working * fix hot patch windows * clean up logs * fix clippy * clean up assets * use the most recent pdb * fix doc test * fix typo * tiny nits * make bundled a reference instead of a pointer * add helpful comment to impl * match on file format * Fix asset hashing comment --------- Co-authored-by: Jonathan Kelley <jkelleyrtp@gmail.com>
79 lines
2.0 KiB
Rust
79 lines
2.0 KiB
Rust
use const_serialize::SerializeConst;
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use crate::AssetOptions;
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/// Options for a javascript asset
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#[derive(
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Debug,
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Eq,
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PartialEq,
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PartialOrd,
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Clone,
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Copy,
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Hash,
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SerializeConst,
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serde::Serialize,
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serde::Deserialize,
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)]
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pub struct JsAssetOptions {
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minify: bool,
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preload: bool,
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}
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impl Default for JsAssetOptions {
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fn default() -> Self {
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Self::new()
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}
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}
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impl JsAssetOptions {
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/// Create a new js asset builder
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pub const fn new() -> Self {
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Self {
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minify: true,
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preload: false,
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}
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}
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/// Sets whether the js should be minified (default: true)
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///
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/// Minifying the js can make your site load faster by loading less data
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///
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/// ```rust
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/// # use manganis::{asset, Asset, JsAssetOptions};
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/// const _: Asset = asset!("/assets/script.js", JsAssetOptions::new().with_minify(false));
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/// ```
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#[allow(unused)]
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pub const fn with_minify(self, minify: bool) -> Self {
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Self { minify, ..self }
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}
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/// Check if the asset is minified
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pub const fn minified(&self) -> bool {
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self.minify
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}
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/// Make the asset preloaded
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///
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/// Preloading the javascript will make the javascript start to load as soon as possible. This is useful for javascript that will be used soon after the page loads or javascript that may not be used immediately, but should start loading sooner
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///
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/// ```rust
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/// # use manganis::{asset, Asset, JsAssetOptions};
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/// const _: Asset = asset!("/assets/script.js", JsAssetOptions::new().with_preload(true));
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/// ```
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#[allow(unused)]
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pub const fn with_preload(self, preload: bool) -> Self {
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Self { preload, ..self }
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}
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/// Check if the asset is preloaded
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pub const fn preloaded(&self) -> bool {
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self.preload
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}
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/// Convert the options into options for a generic asset
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pub const fn into_asset_options(self) -> AssetOptions {
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AssetOptions::Js(self)
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}
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}
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