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authorJulian Eisel <julian@blender.org>2021-07-09 13:56:26 +0300
committerSybren A. Stüvel <sybren@blender.org>2021-07-15 17:12:36 +0300
commita26a059244f247a85c48a28dedeb4a551110c793 (patch)
tree2a616854c0863626fef17de19b48303b7b2d35d4 /source/blender/editors/asset
parentadd6fa09249636cf5709675c9c0ef9a444bb4443 (diff)
Assets: Initial Asset List as part of the Asset System design
Implements a basic, WIP version of the asset list. This is needed to give the asset view UI template asset reading and displaying functionality. See: * Asset System: Data Storage, Reading & UI Access - https://developer.blender.org/T88184 Especially the asset list internals should change. It uses the File/Asset Browser's `FileList` API, which isn't really meant for access from outside the File Browser. But as explained in T88184, it does a lot of the stuff we currently need, so we (Sybren Stüvel and I) decided to go this route for now. Work on a file-list rewrite which integrates well with the asset system started in the `asset-system-filelist` branch. Further includes: * Operator to reload the asset list. * New `bpy.types.AssetHandle.get_full_library_path()` function, which gets the full path of the asset via the asset-list. * Changes to preview loading to prevent the preview loading job to run eternally for asset views. File Browsers have this issue too, but should be fixed separately.
Diffstat (limited to 'source/blender/editors/asset')
-rw-r--r--source/blender/editors/asset/CMakeLists.txt2
-rw-r--r--source/blender/editors/asset/asset_edit.cc28
-rw-r--r--source/blender/editors/asset/asset_list.cc637
-rw-r--r--source/blender/editors/asset/asset_ops.cc33
4 files changed, 700 insertions, 0 deletions
diff --git a/source/blender/editors/asset/CMakeLists.txt b/source/blender/editors/asset/CMakeLists.txt
index 794e64fa420..d87879bea2a 100644
--- a/source/blender/editors/asset/CMakeLists.txt
+++ b/source/blender/editors/asset/CMakeLists.txt
@@ -31,11 +31,13 @@ set(INC_SYS
set(SRC
asset_edit.cc
+ asset_list.cc
asset_ops.cc
)
set(LIB
bf_blenloader
+ bf_blenkernel
)
blender_add_lib(bf_editor_asset "${SRC}" "${INC}" "${INC_SYS}" "${LIB}")
diff --git a/source/blender/editors/asset/asset_edit.cc b/source/blender/editors/asset/asset_edit.cc
index 949dc1890ad..0937af0dbf1 100644
--- a/source/blender/editors/asset/asset_edit.cc
+++ b/source/blender/editors/asset/asset_edit.cc
@@ -18,10 +18,15 @@
* \ingroup edasset
*/
+#include <memory>
+#include <string>
+
#include "BKE_asset.h"
#include "BKE_context.h"
#include "BKE_lib_id.h"
+#include "BLO_readfile.h"
+
#include "DNA_ID.h"
#include "DNA_asset_types.h"
#include "DNA_space_types.h"
@@ -32,6 +37,8 @@
#include "ED_asset.h"
+using namespace blender;
+
bool ED_asset_mark_id(const bContext *C, ID *id)
{
if (id->asset_data) {
@@ -47,6 +54,9 @@ bool ED_asset_mark_id(const bContext *C, ID *id)
UI_icon_render_id(C, nullptr, id, ICON_SIZE_PREVIEW, true);
+ /* Important for asset storage to update properly! */
+ ED_assetlist_storage_tag_main_data_dirty();
+
return true;
}
@@ -59,6 +69,9 @@ bool ED_asset_clear_id(ID *id)
/* Don't clear fake user here, there's no guarantee that it was actually set by
* #ED_asset_mark_id(), it might have been something/someone else. */
+ /* Important for asset storage to update properly! */
+ ED_assetlist_storage_tag_main_data_dirty();
+
return true;
}
@@ -125,3 +138,18 @@ const char *ED_asset_handle_get_name(const AssetHandle *asset)
{
return asset->file_data->name;
}
+
+void ED_asset_handle_get_full_library_path(const bContext *C,
+ const AssetLibraryReference *asset_library,
+ const AssetHandle *asset,
+ char r_full_lib_path[FILE_MAX_LIBEXTRA])
+{
+ *r_full_lib_path = '\0';
+
+ std::string asset_path = ED_assetlist_asset_filepath_get(C, *asset_library, *asset);
+ if (asset_path.empty()) {
+ return;
+ }
+
+ BLO_library_path_explode(asset_path.c_str(), r_full_lib_path, nullptr, nullptr);
+}
diff --git a/source/blender/editors/asset/asset_list.cc b/source/blender/editors/asset/asset_list.cc
new file mode 100644
index 00000000000..1ea948d97d4
--- /dev/null
+++ b/source/blender/editors/asset/asset_list.cc
@@ -0,0 +1,637 @@
+/*
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ */
+
+/** \file
+ * \ingroup edasset
+ *
+ * Abstractions to manage runtime asset lists with a global cache for multiple UI elements to
+ * access.
+ * Internally this uses the #FileList API and structures from `filelist.c`. This is just because it
+ * contains most necessary logic already and there's not much time for a more long-term solution.
+ */
+
+#include <optional>
+#include <string>
+
+#include "BKE_asset.h"
+#include "BKE_context.h"
+#include "BKE_screen.h"
+
+#include "BLI_function_ref.hh"
+#include "BLI_hash.hh"
+#include "BLI_map.hh"
+#include "BLI_path_util.h"
+#include "BLI_utility_mixins.hh"
+
+#include "DNA_asset_types.h"
+#include "DNA_space_types.h"
+
+#include "BKE_preferences.h"
+
+#include "ED_asset.h"
+#include "ED_fileselect.h"
+#include "ED_screen.h"
+
+#include "WM_api.h"
+#include "WM_types.h"
+
+/* XXX uses private header of file-space. */
+#include "../space_file/filelist.h"
+
+using namespace blender;
+
+/**
+ * Wrapper to add logic to the AssetLibraryReference DNA struct.
+ */
+class AssetLibraryReferenceWrapper {
+ const AssetLibraryReference reference_;
+
+ public:
+ /* Intentionally not `explicit`, allow implicit conversion for convienience. Might have to be
+ * NOLINT */
+ AssetLibraryReferenceWrapper(const AssetLibraryReference &reference);
+ ~AssetLibraryReferenceWrapper() = default;
+
+ friend bool operator==(const AssetLibraryReferenceWrapper &a,
+ const AssetLibraryReferenceWrapper &b);
+ uint64_t hash() const;
+};
+
+AssetLibraryReferenceWrapper::AssetLibraryReferenceWrapper(const AssetLibraryReference &reference)
+ : reference_(reference)
+{
+}
+
+bool operator==(const AssetLibraryReferenceWrapper &a, const AssetLibraryReferenceWrapper &b)
+{
+ return (a.reference_.type == b.reference_.type) && (a.reference_.type == ASSET_LIBRARY_CUSTOM) ?
+ (a.reference_.custom_library_index == b.reference_.custom_library_index) :
+ true;
+}
+
+uint64_t AssetLibraryReferenceWrapper::hash() const
+{
+ uint64_t hash1 = DefaultHash<decltype(reference_.type)>{}(reference_.type);
+ if (reference_.type != ASSET_LIBRARY_CUSTOM) {
+ return hash1;
+ }
+
+ uint64_t hash2 = DefaultHash<decltype(reference_.custom_library_index)>{}(
+ reference_.custom_library_index);
+ return hash1 ^ (hash2 * 33); /* Copied from DefaultHash for std::pair. */
+}
+
+/* -------------------------------------------------------------------- */
+/** \name Asset list API
+ *
+ * Internally re-uses #FileList from the File Browser. It does all the heavy lifting already.
+ * \{ */
+
+/**
+ * RAII wrapper for `FileList`
+ */
+class FileListWrapper {
+ static void filelist_free_fn(FileList *list)
+ {
+ filelist_free(list);
+ MEM_freeN(list);
+ }
+
+ std::unique_ptr<FileList, decltype(&filelist_free_fn)> file_list_;
+
+ public:
+ explicit FileListWrapper(eFileSelectType filesel_type)
+ : file_list_(filelist_new(filesel_type), filelist_free_fn)
+ {
+ }
+ FileListWrapper(FileListWrapper &&other) = default;
+ FileListWrapper &operator=(FileListWrapper &&other) = default;
+ ~FileListWrapper()
+ {
+ /* Destructs the owned pointer. */
+ file_list_ = nullptr;
+ }
+
+ operator FileList *() const
+ {
+ return file_list_.get();
+ }
+};
+
+class PreviewTimer {
+ /* Non-owning! The Window-Manager registers and owns this. */
+ wmTimer *timer_ = nullptr;
+
+ public:
+ void ensureRunning(const bContext *C)
+ {
+ if (!timer_) {
+ timer_ = WM_event_add_timer_notifier(
+ CTX_wm_manager(C), CTX_wm_window(C), NC_ASSET | ND_ASSET_LIST_PREVIEW, 0.01);
+ }
+ }
+
+ void stop(const bContext *C)
+ {
+ if (timer_) {
+ WM_event_remove_timer_notifier(CTX_wm_manager(C), CTX_wm_window(C), timer_);
+ timer_ = nullptr;
+ }
+ }
+};
+
+class AssetList : NonCopyable {
+ FileListWrapper filelist_;
+ AssetLibraryReference library_ref_;
+ PreviewTimer previews_timer_;
+
+ public:
+ AssetList() = delete;
+ AssetList(eFileSelectType filesel_type, const AssetLibraryReference &asset_library_ref);
+ AssetList(AssetList &&other) = default;
+ ~AssetList() = default;
+
+ void setup(const AssetFilterSettings *filter_settings = nullptr);
+ void fetch(const bContext &C);
+ void ensurePreviewsJob(bContext *C);
+ void clear(bContext *C);
+
+ bool needsRefetch() const;
+ void iterate(AssetListIterFn fn) const;
+ bool listen(const wmNotifier &notifier) const;
+ int size() const;
+ void tagMainDataDirty() const;
+ void remapID(ID *id_old, ID *id_new) const;
+ StringRef filepath() const;
+};
+
+AssetList::AssetList(eFileSelectType filesel_type, const AssetLibraryReference &asset_library_ref)
+ : filelist_(filesel_type), library_ref_(asset_library_ref)
+{
+}
+
+void AssetList::setup(const AssetFilterSettings *filter_settings)
+{
+ FileList *files = filelist_;
+
+ /* TODO there should only be one (FileSelectAssetLibraryUID vs. AssetLibraryReference). */
+ FileSelectAssetLibraryUID file_asset_lib_ref;
+ file_asset_lib_ref.type = library_ref_.type;
+ file_asset_lib_ref.custom_library_index = library_ref_.custom_library_index;
+
+ bUserAssetLibrary *user_library = nullptr;
+
+ /* Ensure valid repository, or fall-back to local one. */
+ if (library_ref_.type == ASSET_LIBRARY_CUSTOM) {
+ BLI_assert(library_ref_.custom_library_index >= 0);
+
+ user_library = BKE_preferences_asset_library_find_from_index(
+ &U, library_ref_.custom_library_index);
+ }
+
+ /* Relevant bits from file_refresh(). */
+ /* TODO pass options properly. */
+ filelist_setrecursion(files, 1);
+ filelist_setsorting(files, FILE_SORT_ALPHA, false);
+ filelist_setlibrary(files, &file_asset_lib_ref);
+ /* TODO different filtering settings require the list to be reread. That's a no-go for when we
+ * want to allow showing the same asset library with different filter settings (as in,
+ * different ID types). The filelist needs to be made smarter somehow, maybe goes together with
+ * the plan to separate the view (preview caching, filtering, etc. ) from the data. */
+ filelist_setfilter_options(
+ files,
+ filter_settings != nullptr,
+ true,
+ true, /* Just always hide parent, prefer to not add an extra user option for this. */
+ FILE_TYPE_BLENDERLIB,
+ filter_settings ? filter_settings->id_types : FILTER_ID_ALL,
+ true,
+ "",
+ "");
+
+ char path[FILE_MAXDIR] = "";
+ if (user_library) {
+ BLI_strncpy(path, user_library->path, sizeof(path));
+ filelist_setdir(files, path);
+ }
+ else {
+ filelist_setdir(files, path);
+ }
+}
+
+void AssetList::fetch(const bContext &C)
+{
+ FileList *files = filelist_;
+
+ if (filelist_needs_force_reset(files)) {
+ filelist_readjob_stop(files, CTX_wm_manager(&C));
+ filelist_clear(files);
+ }
+
+ if (filelist_needs_reading(files)) {
+ if (!filelist_pending(files)) {
+ filelist_readjob_start(files, NC_ASSET | ND_ASSET_LIST_READING, &C);
+ }
+ }
+ filelist_sort(files);
+ filelist_filter(files);
+}
+
+bool AssetList::needsRefetch() const
+{
+ return filelist_needs_force_reset(filelist_) || filelist_needs_reading(filelist_);
+}
+
+void AssetList::iterate(AssetListIterFn fn) const
+{
+ FileList *files = filelist_;
+ int numfiles = filelist_files_ensure(files);
+
+ for (int i = 0; i < numfiles; i++) {
+ FileDirEntry *file = filelist_file(files, i);
+ if (!fn(*file)) {
+ break;
+ }
+ }
+}
+
+void AssetList::ensurePreviewsJob(bContext *C)
+{
+ FileList *files = filelist_;
+ int numfiles = filelist_files_ensure(files);
+
+ filelist_cache_previews_set(files, true);
+ filelist_file_cache_slidingwindow_set(files, 256);
+ /* TODO fetch all previews for now. */
+ filelist_file_cache_block(files, numfiles / 2);
+ filelist_cache_previews_update(files);
+
+ {
+ const bool previews_running = filelist_cache_previews_running(files) &&
+ !filelist_cache_previews_done(files);
+ if (previews_running) {
+ previews_timer_.ensureRunning(C);
+ }
+ else {
+ /* Preview is not running, no need to keep generating update events! */
+ previews_timer_.stop(C);
+ }
+ }
+}
+
+void AssetList::clear(bContext *C)
+{
+ /* Based on #ED_fileselect_clear() */
+
+ FileList *files = filelist_;
+ filelist_readjob_stop(files, CTX_wm_manager(C));
+ filelist_freelib(files);
+ filelist_clear(files);
+
+ WM_main_add_notifier(NC_ASSET | ND_ASSET_LIST, NULL);
+}
+
+/**
+ * \return True if the asset-list needs a UI redraw.
+ */
+bool AssetList::listen(const wmNotifier &notifier) const
+{
+ switch (notifier.category) {
+ case NC_ID: {
+ if (ELEM(notifier.action, NA_RENAME)) {
+ return true;
+ }
+ break;
+ }
+ case NC_ASSET:
+ if (ELEM(notifier.data, ND_ASSET_LIST, ND_ASSET_LIST_READING, ND_ASSET_LIST_PREVIEW)) {
+ return true;
+ }
+ if (ELEM(notifier.action, NA_ADDED, NA_REMOVED, NA_EDITED)) {
+ return true;
+ }
+ break;
+ }
+
+ return false;
+}
+
+/**
+ * \return The number of assets in the list.
+ */
+int AssetList::size() const
+{
+ return filelist_files_ensure(filelist_);
+}
+
+void AssetList::tagMainDataDirty() const
+{
+ if (filelist_needs_reset_on_main_changes(filelist_)) {
+ /* Full refresh of the file list if local asset data was changed. Refreshing this view
+ * is cheap and users expect this to be updated immediately. */
+ filelist_tag_force_reset(filelist_);
+ }
+}
+
+void AssetList::remapID(ID * /*id_old*/, ID * /*id_new*/) const
+{
+ /* Trigger full refetch of the file list if main data was changed, don't even attempt remap
+ * pointers. We could give file list types a id-remap callback, but it's probably not worth it.
+ * Refreshing local file lists is relatively cheap. */
+ tagMainDataDirty();
+}
+
+StringRef AssetList::filepath() const
+{
+ return filelist_dir(filelist_);
+}
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Runtime asset list cache
+ * \{ */
+
+/**
+ * Class managing a global asset list map, each entry being a list for a specific asset library.
+ */
+class AssetListStorage {
+ using AssetListMap = Map<AssetLibraryReferenceWrapper, AssetList>;
+
+ public:
+ /* Purely static class, can't instantiate this. */
+ AssetListStorage() = delete;
+
+ static void fetch_library(const AssetLibraryReference &library_reference,
+ const bContext &C,
+ const AssetFilterSettings *filter_settings = nullptr);
+ static void destruct();
+ static AssetList *lookup_list(const AssetLibraryReference &library_ref);
+ static void tagMainDataDirty();
+ static void remapID(ID *id_new, ID *id_old);
+
+ private:
+ static std::optional<eFileSelectType> asset_library_reference_to_fileselect_type(
+ const AssetLibraryReference &library_reference);
+
+ using is_new_t = bool;
+ static std::tuple<AssetList &, is_new_t> ensure_list_storage(
+ const AssetLibraryReference &library_reference, eFileSelectType filesel_type);
+
+ static AssetListMap &global_storage();
+};
+
+void AssetListStorage::fetch_library(const AssetLibraryReference &library_reference,
+ const bContext &C,
+ const AssetFilterSettings *filter_settings)
+{
+ std::optional filesel_type = asset_library_reference_to_fileselect_type(library_reference);
+ if (!filesel_type) {
+ return;
+ }
+
+ auto [list, is_new] = ensure_list_storage(library_reference, *filesel_type);
+ if (is_new || list.needsRefetch()) {
+ list.setup(filter_settings);
+ list.fetch(C);
+ }
+}
+
+void AssetListStorage::destruct()
+{
+ global_storage().~AssetListMap();
+}
+
+AssetList *AssetListStorage::lookup_list(const AssetLibraryReference &library_ref)
+{
+ return global_storage().lookup_ptr(library_ref);
+}
+
+void AssetListStorage::tagMainDataDirty()
+{
+ for (AssetList &list : global_storage().values()) {
+ list.tagMainDataDirty();
+ }
+}
+
+void AssetListStorage::remapID(ID *id_new, ID *id_old)
+{
+ for (AssetList &list : global_storage().values()) {
+ list.remapID(id_new, id_old);
+ }
+}
+
+std::optional<eFileSelectType> AssetListStorage::asset_library_reference_to_fileselect_type(
+ const AssetLibraryReference &library_reference)
+{
+ switch (library_reference.type) {
+ case ASSET_LIBRARY_CUSTOM:
+ return FILE_LOADLIB;
+ case ASSET_LIBRARY_LOCAL:
+ return FILE_MAIN_ASSET;
+ }
+
+ return std::nullopt;
+}
+
+std::tuple<AssetList &, AssetListStorage::is_new_t> AssetListStorage::ensure_list_storage(
+ const AssetLibraryReference &library_reference, eFileSelectType filesel_type)
+{
+ AssetListMap &storage = global_storage();
+
+ if (AssetList *list = storage.lookup_ptr(library_reference)) {
+ return {*list, false};
+ }
+ storage.add(library_reference, AssetList(filesel_type, library_reference));
+ return {storage.lookup(library_reference), true};
+}
+
+/**
+ * Wrapper for Construct on First Use idiom, to avoid the Static Initialization Fiasco.
+ */
+AssetListStorage::AssetListMap &AssetListStorage::global_storage()
+{
+ static AssetListMap global_storage_;
+ return global_storage_;
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name C-API
+ * \{ */
+
+/**
+ * Invoke asset list reading, potentially in a parallel job. Won't wait until the job is done,
+ * and may return earlier.
+ */
+void ED_assetlist_storage_fetch(const AssetLibraryReference *library_reference,
+ const AssetFilterSettings *filter_settings,
+ const bContext *C)
+{
+ AssetListStorage::fetch_library(*library_reference, *C, filter_settings);
+}
+
+void ED_assetlist_ensure_previews_job(const AssetLibraryReference *library_reference, bContext *C)
+{
+
+ AssetList *list = AssetListStorage::lookup_list(*library_reference);
+ if (list) {
+ list->ensurePreviewsJob(C);
+ }
+}
+
+void ED_assetlist_clear(const AssetLibraryReference *library_reference, bContext *C)
+{
+ AssetList *list = AssetListStorage::lookup_list(*library_reference);
+ if (list) {
+ list->clear(C);
+ }
+}
+
+bool ED_assetlist_storage_has_list_for_library(const AssetLibraryReference *library_reference)
+{
+ return AssetListStorage::lookup_list(*library_reference) != nullptr;
+}
+
+/* TODO expose AssetList with an iterator? */
+void ED_assetlist_iterate(const AssetLibraryReference *library_reference, AssetListIterFn fn)
+{
+ AssetList *list = AssetListStorage::lookup_list(*library_reference);
+ if (list) {
+ list->iterate(fn);
+ }
+}
+
+/* TODO hack to use the File Browser path, so we can keep all the import logic handled by the asset
+ * API. Get rid of this once the File Browser is integrated better with the asset list. */
+static const char *assetlist_library_path_from_sfile_get_hack(const bContext *C)
+{
+ SpaceFile *sfile = CTX_wm_space_file(C);
+ if (!sfile || !ED_fileselect_is_asset_browser(sfile)) {
+ return nullptr;
+ }
+
+ FileAssetSelectParams *asset_select_params = ED_fileselect_get_asset_params(sfile);
+ if (!asset_select_params) {
+ return nullptr;
+ }
+
+ return filelist_dir(sfile->files);
+}
+
+std::string ED_assetlist_asset_filepath_get(const bContext *C,
+ const AssetLibraryReference &library_reference,
+ const AssetHandle &asset_handle)
+{
+ if (asset_handle.file_data->id || !asset_handle.file_data->asset_data) {
+ return {};
+ }
+ const char *library_path = ED_assetlist_library_path(&library_reference);
+ if (!library_path) {
+ library_path = assetlist_library_path_from_sfile_get_hack(C);
+ }
+ if (!library_path) {
+ return {};
+ }
+ const char *asset_relpath = asset_handle.file_data->relpath;
+
+ char path[FILE_MAX_LIBEXTRA];
+ BLI_join_dirfile(path, sizeof(path), library_path, asset_relpath);
+
+ return path;
+}
+
+ID *ED_assetlist_asset_local_id_get(const AssetHandle *asset_handle)
+{
+ return asset_handle->file_data->asset_data ? asset_handle->file_data->id : nullptr;
+}
+
+ImBuf *ED_assetlist_asset_image_get(const AssetHandle *asset_handle)
+{
+ ImBuf *imbuf = filelist_file_getimage(asset_handle->file_data);
+ if (imbuf) {
+ return imbuf;
+ }
+
+ return filelist_geticon_image_ex(asset_handle->file_data);
+}
+
+const char *ED_assetlist_library_path(const AssetLibraryReference *library_reference)
+{
+ AssetList *list = AssetListStorage::lookup_list(*library_reference);
+ if (list) {
+ return list->filepath().data();
+ }
+ return nullptr;
+}
+
+/**
+ * \return True if the region needs a UI redraw.
+ */
+bool ED_assetlist_listen(const AssetLibraryReference *library_reference,
+ const wmNotifier *notifier)
+{
+ AssetList *list = AssetListStorage::lookup_list(*library_reference);
+ if (list) {
+ return list->listen(*notifier);
+ }
+ return false;
+}
+
+/**
+ * \return The number of assets stored in the asset list for \a library_reference, or -1 if there
+ * is no list fetched for it.
+ */
+int ED_assetlist_size(const AssetLibraryReference *library_reference)
+{
+ AssetList *list = AssetListStorage::lookup_list(*library_reference);
+ if (list) {
+ return list->size();
+ }
+ return -1;
+}
+
+/**
+ * Tag all asset lists in the storage that show main data as needing an update (refetch).
+ *
+ * This only tags the data. If the asset list is visible on screen, the space is still responsible
+ * for ensuring the necessary redraw. It can use #ED_assetlist_listen() to check if the asset-list
+ * needs a redraw for a given notifier.
+ */
+void ED_assetlist_storage_tag_main_data_dirty()
+{
+ AssetListStorage::tagMainDataDirty();
+}
+
+/**
+ * Remapping of ID pointers within the asset lists. Typically called when an ID is deleted to clear
+ * all references to it (\a id_new is null then).
+ */
+void ED_assetlist_storage_id_remap(ID *id_old, ID *id_new)
+{
+ AssetListStorage::remapID(id_old, id_new);
+}
+
+/**
+ * Can't wait for static deallocation to run. There's nested data allocated with our guarded
+ * allocator, it will complain about unfreed memory on exit.
+ */
+void ED_assetlist_storage_exit()
+{
+ AssetListStorage::destruct();
+}
+
+/** \} */
diff --git a/source/blender/editors/asset/asset_ops.cc b/source/blender/editors/asset/asset_ops.cc
index 8ca1b488a1d..79edd1f8a6a 100644
--- a/source/blender/editors/asset/asset_ops.cc
+++ b/source/blender/editors/asset/asset_ops.cc
@@ -252,8 +252,41 @@ static void ASSET_OT_clear(wmOperatorType *ot)
/* -------------------------------------------------------------------- */
+static bool asset_list_refresh_poll(bContext *C)
+{
+ const AssetLibraryReference *library = CTX_wm_asset_library(C);
+ if (!library) {
+ return false;
+ }
+
+ return ED_assetlist_storage_has_list_for_library(library);
+}
+
+static int asset_list_refresh_exec(bContext *C, wmOperator *UNUSED(unused))
+{
+ const AssetLibraryReference *library = CTX_wm_asset_library(C);
+ ED_assetlist_clear(library, C);
+ return OPERATOR_FINISHED;
+}
+
+static void ASSET_OT_list_refresh(struct wmOperatorType *ot)
+{
+ /* identifiers */
+ ot->name = "Refresh Asset List";
+ ot->description = "Trigger a reread of the assets";
+ ot->idname = "ASSET_OT_list_refresh";
+
+ /* api callbacks */
+ ot->exec = asset_list_refresh_exec;
+ ot->poll = asset_list_refresh_poll;
+}
+
+/* -------------------------------------------------------------------- */
+
void ED_operatortypes_asset(void)
{
WM_operatortype_append(ASSET_OT_mark);
WM_operatortype_append(ASSET_OT_clear);
+
+ WM_operatortype_append(ASSET_OT_list_refresh);
}