diff options
author | Julian Eisel <julian@blender.org> | 2020-12-11 20:15:25 +0300 |
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committer | Julian Eisel <julian@blender.org> | 2020-12-15 19:03:00 +0300 |
commit | b71eb3a105b8f7fb216a48082386215a6ea81cc4 (patch) | |
tree | bb23ee7e71f10dd2ed10d71f27f2c1beeb571afc /source/blender/blenloader/intern/readblenentry.c | |
parent | 82645ff739687e4d58715869778c8860e832513c (diff) |
Asset System: Data-block asset metadata storage, reading and API
Asset metadata is what turns a regular data-block into an asset. It is a small
data-structure, but a key part of the technical design of the asset system.
The design foresees that asset data-blocks store an `ID.asset_data` pointer of
type `AssetMetaData`. This data **must not** have dependencies on other
data-blocks or data-block data, it must be an independent unit. That way we can
read asset-metadata from .blends without reading anything else from the file.
The Asset Browser will use this metadata (together with the data-block name,
preview and file path) to represent assets in the file list.
Includes:
* New `ID.asset_data` for asset metadata.
* Asset tags, description and custom properties.
* BKE code to manage asset meta-data and asset tags.
* Code to read asset data from files, without reading IDs.
* RNA for asset metadata (including tags)
Part of the first Asset Browser milestone. Check the #asset_browser_milestone_1
project milestone on developer.blender.org.
Differential Revision: https://developer.blender.org/D9716
Reviewed by: Bastien Montagne, Brecht Van Lommel
Diffstat (limited to 'source/blender/blenloader/intern/readblenentry.c')
-rw-r--r-- | source/blender/blenloader/intern/readblenentry.c | 45 |
1 files changed, 45 insertions, 0 deletions
diff --git a/source/blender/blenloader/intern/readblenentry.c b/source/blender/blenloader/intern/readblenentry.c index 1aecba5ba90..3a1ccbeda01 100644 --- a/source/blender/blenloader/intern/readblenentry.c +++ b/source/blender/blenloader/intern/readblenentry.c @@ -160,6 +160,51 @@ LinkNode *BLO_blendhandle_get_datablock_names(BlendHandle *bh, int ofblocktype, } /** + * Gets the names and asset-data (if ID is an asset) of all the data-blocks in a file of a certain + * type (e.g. all the scene names in a file). + * + * \param bh: The blendhandle to access. + * \param ofblocktype: The type of names to get. + * \param tot_info_items: The length of the returned list. + * \return A BLI_linklist of BLODataBlockInfo *. The links and #BLODataBlockInfo.asset_data should + * be freed with MEM_freeN. + */ +LinkNode *BLO_blendhandle_get_datablock_info(BlendHandle *bh, int ofblocktype, int *tot_info_items) +{ + FileData *fd = (FileData *)bh; + LinkNode *infos = NULL; + BHead *bhead; + int tot = 0; + + for (bhead = blo_bhead_first(fd); bhead; bhead = blo_bhead_next(fd, bhead)) { + if (bhead->code == ofblocktype) { + struct BLODataBlockInfo *info = MEM_mallocN(sizeof(*info), __func__); + const char *name = blo_bhead_id_name(fd, bhead) + 2; + + STRNCPY(info->name, name); + + /* Lastly, read asset data from the following blocks. */ + info->asset_data = blo_bhead_id_asset_data_address(fd, bhead); + if (info->asset_data) { + bhead = blo_read_asset_data_block(fd, bhead, &info->asset_data); + /* blo_read_asset_data_block() reads all DATA heads and already advances bhead to the next + * non-DATA one. Go back, so the loop doesn't skip the non-DATA head. */ + bhead = blo_bhead_prev(fd, bhead); + } + + BLI_linklist_prepend(&infos, info); + tot++; + } + else if (bhead->code == ENDB) { + break; + } + } + + *tot_info_items = tot; + return infos; +} + +/** * Gets the previews of all the data-blocks in a file of a certain type * (e.g. all the scene previews in a file). * |