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Diffstat (limited to 'source/blender/editors/asset/intern/asset_library_reference_enum.cc')
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diff --git a/source/blender/editors/asset/intern/asset_library_reference_enum.cc b/source/blender/editors/asset/intern/asset_library_reference_enum.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
+ *
+ * Helpers to convert asset library references from and to enum values and RNA enums.
+ * In some cases it's simply not possible to reference an asset library with
+ * #AssetLibraryReferences. This API guarantees a safe translation to indices/enum values for as
+ * long as there is no change in the order of registered custom asset libraries.
+ */
+
+#include "BLI_listbase.h"
+
+#include "BKE_preferences.h"
+
+#include "DNA_asset_types.h"
+#include "DNA_userdef_types.h"
+
+#include "UI_resources.h"
+
+#include "RNA_define.h"
+
+#include "ED_asset_library.h"
+
+/**
+ * Return an index that can be used to uniquely identify \a library, assuming
+ * that all relevant indices were created with this function.
+ */
+int ED_asset_library_reference_to_enum_value(const AssetLibraryReference *library)
+{
+ /* Simple case: Predefined repository, just set the value. */
+ if (library->type < ASSET_LIBRARY_CUSTOM) {
+ return library->type;
+ }
+
+ /* Note that the path isn't checked for validity here. If an invalid library path is used, the
+ * Asset Browser can give a nice hint on what's wrong. */
+ const bUserAssetLibrary *user_library = BKE_preferences_asset_library_find_from_index(
+ &U, library->custom_library_index);
+ if (user_library) {
+ return ASSET_LIBRARY_CUSTOM + library->custom_library_index;
+ }
+
+ BLI_assert_unreachable();
+ return ASSET_LIBRARY_LOCAL;
+}
+
+/**
+ * Return an asset library reference matching the index returned by
+ * #ED_asset_library_reference_to_enum_value().
+ */
+AssetLibraryReference ED_asset_library_reference_from_enum_value(int value)
+{
+ AssetLibraryReference library;
+
+ /* Simple case: Predefined repository, just set the value. */
+ if (value < ASSET_LIBRARY_CUSTOM) {
+ library.type = value;
+ library.custom_library_index = -1;
+ BLI_assert(ELEM(value, ASSET_LIBRARY_LOCAL));
+ return library;
+ }
+
+ const bUserAssetLibrary *user_library = BKE_preferences_asset_library_find_from_index(
+ &U, value - ASSET_LIBRARY_CUSTOM);
+
+ /* Note that there is no check if the path exists here. If an invalid library path is used, the
+ * Asset Browser can give a nice hint on what's wrong. */
+ const bool is_valid = (user_library->name[0] && user_library->path[0]);
+ if (!user_library) {
+ library.type = ASSET_LIBRARY_LOCAL;
+ library.custom_library_index = -1;
+ }
+ else if (user_library && is_valid) {
+ library.custom_library_index = value - ASSET_LIBRARY_CUSTOM;
+ library.type = ASSET_LIBRARY_CUSTOM;
+ }
+ return library;
+}
+
+/**
+ * Translate all available asset libraries to an RNA enum, whereby the enum values match the result
+ * of #ED_asset_library_reference_to_enum_value() for any given library.
+ *
+ * Since this is meant for UI display, skips non-displayable libraries, that is, libraries with an
+ * empty name or path.
+ */
+const EnumPropertyItem *ED_asset_library_reference_to_rna_enum_itemf()
+{
+ const EnumPropertyItem predefined_items[] = {
+ /* For the future. */
+ // {ASSET_REPO_BUNDLED, "BUNDLED", 0, "Bundled", "Show the default user assets"},
+ {ASSET_LIBRARY_LOCAL,
+ "LOCAL",
+ ICON_BLENDER,
+ "Current File",
+ "Show the assets currently available in this Blender session"},
+ {0, nullptr, 0, nullptr, nullptr},
+ };
+
+ EnumPropertyItem *item = nullptr;
+ int totitem = 0;
+
+ /* Add separator if needed. */
+ if (!BLI_listbase_is_empty(&U.asset_libraries)) {
+ const EnumPropertyItem sepr = {0, "", 0, "Custom", nullptr};
+ RNA_enum_item_add(&item, &totitem, &sepr);
+ }
+
+ int i = 0;
+ for (bUserAssetLibrary *user_library = (bUserAssetLibrary *)U.asset_libraries.first;
+ user_library;
+ user_library = user_library->next, i++) {
+ /* Note that the path itself isn't checked for validity here. If an invalid library path is
+ * used, the Asset Browser can give a nice hint on what's wrong. */
+ const bool is_valid = (user_library->name[0] && user_library->path[0]);
+ if (!is_valid) {
+ continue;
+ }
+
+ AssetLibraryReference library_reference;
+ library_reference.type = ASSET_LIBRARY_CUSTOM;
+ library_reference.custom_library_index = i;
+
+ const int enum_value = ED_asset_library_reference_to_enum_value(&library_reference);
+ /* Use library path as description, it's a nice hint for users. */
+ EnumPropertyItem tmp = {
+ enum_value, user_library->name, ICON_NONE, user_library->name, user_library->path};
+ RNA_enum_item_add(&item, &totitem, &tmp);
+ }
+
+ if (totitem) {
+ const EnumPropertyItem sepr = {0, "", 0, "Built-in", nullptr};
+ RNA_enum_item_add(&item, &totitem, &sepr);
+ }
+
+ /* Add predefined items. */
+ RNA_enum_items_add(&item, &totitem, predefined_items);
+
+ RNA_enum_item_end(&item, &totitem);
+ return item;
+}