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Diffstat (limited to 'source/blender/editors/asset/asset_list.cc')
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diff --git a/source/blender/editors/asset/asset_list.cc b/source/blender/editors/asset/asset_list.cc
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+/*
+ * 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 convenience. 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, nullptr);
+}
+
+/**
+ * \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 re-fetch 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 (re-fetch).
+ *
+ * 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();
+}
+
+/** \} */