diff options
author | Julian Eisel <julian@blender.org> | 2022-11-08 18:26:49 +0300 |
---|---|---|
committer | Julian Eisel <julian@blender.org> | 2022-11-08 18:26:49 +0300 |
commit | ffafde7bd672b582fe392119fe91627a7c904b3e (patch) | |
tree | 64023e8f28414f9fc503190364b560681e061c64 /source/blender | |
parent | 84cc68b68f5d11ddc7b132e7d76b99715d590eb5 (diff) |
Cleanup: Remove unncessary stoarage wrapper class
Diffstat (limited to 'source/blender')
-rw-r--r-- | source/blender/blenkernel/BKE_asset_library.hh | 9 | ||||
-rw-r--r-- | source/blender/blenkernel/BKE_asset_representation.hh | 2 | ||||
-rw-r--r-- | source/blender/blenkernel/intern/asset_library.cc | 12 |
3 files changed, 6 insertions, 17 deletions
diff --git a/source/blender/blenkernel/BKE_asset_library.hh b/source/blender/blenkernel/BKE_asset_library.hh index 091df6d8edd..d0140b2b3f7 100644 --- a/source/blender/blenkernel/BKE_asset_library.hh +++ b/source/blender/blenkernel/BKE_asset_library.hh @@ -29,13 +29,6 @@ namespace blender::bke { struct AssetRepresentation; -class AssetStorage { - Vector<std::unique_ptr<AssetRepresentation>> assets_; - - public: - AssetRepresentation &append(std::unique_ptr<AssetRepresentation> asset); -}; - /** * AssetLibrary provides access to an asset library's data. * @@ -85,7 +78,7 @@ struct AssetLibrary { * So this really is arbitrary storage as far as #AssetLibrary is concerned (allowing the API * user to manage partial library storage and partial loading, so only relevant parts of a * library are kept in memory). */ - AssetStorage asset_storage_; + Vector<std::unique_ptr<AssetRepresentation>> asset_storage_; }; Vector<AssetLibraryReference> all_valid_asset_library_refs(); diff --git a/source/blender/blenkernel/BKE_asset_representation.hh b/source/blender/blenkernel/BKE_asset_representation.hh index 2acf30fbc88..35aecba51e5 100644 --- a/source/blender/blenkernel/BKE_asset_representation.hh +++ b/source/blender/blenkernel/BKE_asset_representation.hh @@ -16,7 +16,7 @@ namespace blender::bke { /** * \brief Abstraction to reference an asset, with necessary data for display & interaction. * - * #AssetRepresentation is the core data-structure to store information about an asset. It doesn't + * #AssetRepresentation is the data-structure to store information about a single asset. It doesn't * contain the asset itself, but information like the metadata and preview, as well as methods to * interact with them. Think of it like a view on an asset. */ diff --git a/source/blender/blenkernel/intern/asset_library.cc b/source/blender/blenkernel/intern/asset_library.cc index a6243876d34..4efa2c33891 100644 --- a/source/blender/blenkernel/intern/asset_library.cc +++ b/source/blender/blenkernel/intern/asset_library.cc @@ -126,12 +126,14 @@ void AssetLibrary::refresh() AssetRepresentation &AssetLibrary::add_external_asset(std::unique_ptr<AssetMetaData> metadata) { - return asset_storage_.append(std::make_unique<AssetRepresentation>(std::move(metadata))); + asset_storage_.append(std::make_unique<AssetRepresentation>(std::move(metadata))); + return *asset_storage_.last(); } AssetRepresentation &AssetLibrary::add_local_id_asset(const ID &id) { - return asset_storage_.append(std::make_unique<AssetRepresentation>(id)); + asset_storage_.append(std::make_unique<AssetRepresentation>(id)); + return *asset_storage_.last(); } namespace { @@ -213,10 +215,4 @@ Vector<AssetLibraryReference> all_valid_asset_library_refs() return result; } -AssetRepresentation &AssetStorage::append(std::unique_ptr<AssetRepresentation> asset) -{ - assets_.append(std::move(asset)); - return *assets_.last(); -} - } // namespace blender::bke |