diff options
Diffstat (limited to 'source/blender/blenkernel/BKE_asset_library.hh')
-rw-r--r-- | source/blender/blenkernel/BKE_asset_library.hh | 80 |
1 files changed, 78 insertions, 2 deletions
diff --git a/source/blender/blenkernel/BKE_asset_library.hh b/source/blender/blenkernel/BKE_asset_library.hh index 2058df71f6a..f69847bd1ed 100644 --- a/source/blender/blenkernel/BKE_asset_library.hh +++ b/source/blender/blenkernel/BKE_asset_library.hh @@ -12,6 +12,9 @@ #include "DNA_asset_types.h" +#include "BLI_string_ref.hh" +#include "BLI_vector.hh" + #include "BKE_asset_library.h" #include "BKE_asset_catalog.hh" @@ -19,11 +22,18 @@ #include <memory> +struct AssetLibraryReference; +struct Main; + namespace blender::bke { +class AssetRepresentation; + /** * AssetLibrary provides access to an asset library's data. - * For now this is only for catalogs, later this can be expanded to indexes/caches/more. + * + * The asset library contains catalogs and storage for asset representations. It could be extended + * to also include asset indexes and more. */ struct AssetLibrary { /* Controlled by #ED_asset_catalogs_set_save_catalogs_when_file_is_saved, @@ -35,12 +45,25 @@ struct AssetLibrary { AssetLibrary(); ~AssetLibrary(); - void load(StringRefNull library_root_directory); + void load_catalogs(StringRefNull library_root_directory); /** Load catalogs that have changed on disk. */ void refresh(); /** + * Create a representation of an asset to be considered part of this library. Once the + * representation is not needed anymore, it must be freed using #remove_asset(), or there will be + * leaking that's only cleared when the library storage is destructed (typically on exit or + * loading a different file). + */ + AssetRepresentation &add_external_asset(StringRef name, std::unique_ptr<AssetMetaData> metadata); + AssetRepresentation &add_local_id_asset(ID &id); + /** Remove an asset from the library that was added using #add_external_asset() or + * #add_local_id_asset(). + * \return True on success, false if the asset couldn't be found inside the library. */ + bool remove_asset(AssetRepresentation &asset); + + /** * Update `catalog_simple_name` by looking up the asset's catalog by its ID. * * No-op if the catalog cannot be found. This could be the kind of "the @@ -53,8 +76,27 @@ struct AssetLibrary { void on_blend_save_post(Main *bmain, PointerRNA **pointers, int num_pointers); + void remap_ids(struct IDRemapper &mappings); + private: bCallbackFuncStore on_save_callback_store_{}; + + /** Storage for assets (better said their representations) that are considered to be part of this + * library. Assets are not automatically loaded into this when loading an asset library. Assets + * have to be loaded externally and added to this storage via #add_external_asset() or + * #add_local_id_asset(). 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). + * + * For now, multiple parts of Blender just keep adding their own assets to this storage. E.g. + * multiple asset browsers might load multiple representations for the same asset into this. + * Currently there is just no way to properly identify assets, or keep track of which assets are + * already in memory and which not. Neither do we keep track of how many parts of Blender are + * using an asset or an asset library, which is needed to know when assets can be freed. + */ + Vector<std::unique_ptr<AssetRepresentation>> asset_storage_; + + std::optional<int> find_asset_index(const AssetRepresentation &asset); }; Vector<AssetLibraryReference> all_valid_asset_library_refs(); @@ -64,6 +106,40 @@ Vector<AssetLibraryReference> all_valid_asset_library_refs(); blender::bke::AssetLibrary *BKE_asset_library_load(const Main *bmain, const AssetLibraryReference &library_reference); +/** + * Try to find an appropriate location for an asset library root from a file or directory path. + * Does not check if \a input_path exists. + * + * The design is made to find an appropriate asset library path from a .blend file path, but + * technically works with any file or directory as \a input_path. + * Design is: + * * If \a input_path lies within a known asset library path (i.e. an asset library registered in + * the Preferences), return the asset library path. + * * Otherwise, if \a input_path has a parent path, return the parent path (e.g. to use the + * directory a .blend file is in as asset library root). + * * If \a input_path is empty or doesn't have a parent path (e.g. because a .blend wasn't saved + * yet), there is no suitable path. The caller has to decide how to handle this case. + * + * \param r_library_path: The returned asset library path with a trailing slash, or an empty string + * if no suitable path is found. Assumed to be a buffer of at least + * #FILE_MAXDIR bytes. + * + * \return True if the function could find a valid, that is, a non-empty path to return in \a + * r_library_path. + */ +std::string BKE_asset_library_find_suitable_root_path_from_path(blender::StringRefNull input_path); + +/** + * Uses the current location on disk of the file represented by \a bmain as input to + * #BKE_asset_library_find_suitable_root_path_from_path(). Refer to it for a design + * description. + * + * \return True if the function could find a valid, that is, a non-empty path to return in \a + * r_library_path. If \a bmain wasn't saved into a file yet, the return value will be + * false. + */ +std::string BKE_asset_library_find_suitable_root_path_from_main(const struct Main *bmain); + blender::bke::AssetCatalogService *BKE_asset_library_get_catalog_service( const ::AssetLibrary *library); blender::bke::AssetCatalogTree *BKE_asset_library_get_catalog_tree(const ::AssetLibrary *library); |