diff options
author | Hans Goudey <h.goudey@me.com> | 2022-11-01 18:09:49 +0300 |
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committer | Hans Goudey <h.goudey@me.com> | 2022-11-01 18:09:58 +0300 |
commit | cf985180551da833d4160afcdf2cb4292e138174 (patch) | |
tree | 03b8301bec77937b1d67653b27e22af76095c345 /source/blender/blenkernel/BKE_asset_library.hh | |
parent | e6823f32e9a7372ca06a5989d56d855df31afea8 (diff) |
Nodes: Add node group assets in add menu
This patch builds on the work from bdb57541475f to add node group
assets directly in the node editor add menu. Assets are added after
separators to distinguish them, but otherwise they look like any other
node. The catalog trees from all configured libraries are used to build
the menu hierarchy. Only catalogs with matching asset types are used
though.
There are a few limitations of this initial version. For now this only
supports geometry nodes. Support for other built-in node systems just
requires some refactoring of the corresponding add menu though. Lazy
loading will be added in a followup commit. For now there is a label
the first time the menu is opened.
Like the search menu integration, re-saving asset library files in 3.4
is required, if it hasn't been done already.
Implementation wise, there is a some ugly code here. A lot of that is
because the asset system isn't complete. The RNA API doesn't work well
yet, and the system isn't built to interact with multiple libraries at
once. It's also ugly because of the way we combine automatic menu
generation with builtin menus. As noted in a code comment, these two
systems could be merged completely so that the menus for builtin nodes
are also generated in the same way.
Differential Revision: https://developer.blender.org/D16135
Diffstat (limited to 'source/blender/blenkernel/BKE_asset_library.hh')
-rw-r--r-- | source/blender/blenkernel/BKE_asset_library.hh | 11 |
1 files changed, 9 insertions, 2 deletions
diff --git a/source/blender/blenkernel/BKE_asset_library.hh b/source/blender/blenkernel/BKE_asset_library.hh index e0a39e3aee8..2058df71f6a 100644 --- a/source/blender/blenkernel/BKE_asset_library.hh +++ b/source/blender/blenkernel/BKE_asset_library.hh @@ -10,6 +10,8 @@ # error This is a C++-only header file. Use BKE_asset_library.h instead. #endif +#include "DNA_asset_types.h" + #include "BKE_asset_library.h" #include "BKE_asset_catalog.hh" @@ -44,19 +46,24 @@ struct AssetLibrary { * No-op if the catalog cannot be found. This could be the kind of "the * catalog definition file is corrupt/lost" scenario that the simple name is * meant to help recover from. */ - void refresh_catalog_simplename(struct AssetMetaData *asset_data); + void refresh_catalog_simplename(AssetMetaData *asset_data); void on_blend_save_handler_register(); void on_blend_save_handler_unregister(); - void on_blend_save_post(struct Main *, struct PointerRNA **pointers, int num_pointers); + void on_blend_save_post(Main *bmain, PointerRNA **pointers, int num_pointers); private: bCallbackFuncStore on_save_callback_store_{}; }; +Vector<AssetLibraryReference> all_valid_asset_library_refs(); + } // namespace blender::bke +blender::bke::AssetLibrary *BKE_asset_library_load(const Main *bmain, + const AssetLibraryReference &library_reference); + blender::bke::AssetCatalogService *BKE_asset_library_get_catalog_service( const ::AssetLibrary *library); blender::bke::AssetCatalogTree *BKE_asset_library_get_catalog_tree(const ::AssetLibrary *library); |