Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/editors/space_node/add_menu_assets.cc')
-rw-r--r--source/blender/editors/space_node/add_menu_assets.cc297
1 files changed, 297 insertions, 0 deletions
diff --git a/source/blender/editors/space_node/add_menu_assets.cc b/source/blender/editors/space_node/add_menu_assets.cc
new file mode 100644
index 00000000000..4e305ac8af4
--- /dev/null
+++ b/source/blender/editors/space_node/add_menu_assets.cc
@@ -0,0 +1,297 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#include "BLI_multi_value_map.hh"
+
+#include "DNA_screen_types.h"
+#include "DNA_space_types.h"
+
+#include "BKE_asset.h"
+#include "BKE_asset_catalog.hh"
+#include "BKE_asset_library.hh"
+#include "BKE_idprop.h"
+#include "BKE_screen.h"
+
+#include "BLT_translation.h"
+
+#include "RNA_access.h"
+#include "RNA_prototypes.h"
+
+#include "ED_asset.h"
+
+#include "node_intern.hh"
+
+namespace blender::ed::space_node {
+
+static bool node_add_menu_poll(const bContext *C, MenuType * /*mt*/)
+{
+ return CTX_wm_space_node(C);
+}
+
+struct LibraryAsset {
+ AssetLibraryReference library_ref;
+ AssetHandle handle;
+};
+
+struct LibraryCatalog {
+ bke::AssetLibrary *library;
+ const bke::AssetCatalog *catalog;
+};
+
+struct AssetItemTree {
+ bke::AssetCatalogTree catalogs;
+ MultiValueMap<bke::AssetCatalogPath, LibraryAsset> assets_per_path;
+ Map<const bke::AssetCatalogTreeItem *, bke::AssetCatalogPath> full_catalog_per_tree_item;
+};
+
+static bool all_loading_finished()
+{
+ for (const AssetLibraryReference &library : bke::all_valid_asset_library_refs()) {
+ if (!ED_assetlist_is_loaded(&library)) {
+ return false;
+ }
+ }
+ return true;
+}
+
+static AssetItemTree build_catalog_tree(const bContext &C, const bNodeTree *node_tree)
+{
+ if (!node_tree) {
+ return {};
+ }
+ const Main &bmain = *CTX_data_main(&C);
+ const Vector<AssetLibraryReference> all_libraries = bke::all_valid_asset_library_refs();
+
+ /* Merge catalogs from all libraries to deduplicate menu items. Also store the catalog and
+ * library for each asset ID in order to use them later when retrieving assets and removing
+ * empty catalogs. */
+ Map<bke::CatalogID, LibraryCatalog> id_to_catalog_map;
+ bke::AssetCatalogTree catalogs_from_all_libraries;
+ for (const AssetLibraryReference &library_ref : all_libraries) {
+ if (bke::AssetLibrary *library = BKE_asset_library_load(&bmain, library_ref)) {
+ if (bke::AssetCatalogTree *tree = library->catalog_service->get_catalog_tree()) {
+ tree->foreach_item([&](bke::AssetCatalogTreeItem &item) {
+ const bke::CatalogID &id = item.get_catalog_id();
+ bke::AssetCatalog *catalog = library->catalog_service->find_catalog(id);
+ catalogs_from_all_libraries.insert_item(*catalog);
+ id_to_catalog_map.add(item.get_catalog_id(), LibraryCatalog{library, catalog});
+ });
+ }
+ }
+ }
+
+ /* Find all the matching node group assets for every catalog path. */
+ MultiValueMap<bke::AssetCatalogPath, LibraryAsset> assets_per_path;
+ for (const AssetLibraryReference &library_ref : all_libraries) {
+ AssetFilterSettings type_filter{};
+ type_filter.id_types = FILTER_ID_NT;
+
+ ED_assetlist_storage_fetch(&library_ref, &C);
+ ED_assetlist_ensure_previews_job(&library_ref, &C);
+ ED_assetlist_iterate(library_ref, [&](AssetHandle asset) {
+ if (!ED_asset_filter_matches_asset(&type_filter, &asset)) {
+ return true;
+ }
+ const AssetMetaData &meta_data = *ED_asset_handle_get_metadata(&asset);
+ const IDProperty *tree_type = BKE_asset_metadata_idprop_find(&meta_data, "type");
+ if (tree_type == nullptr || IDP_Int(tree_type) != node_tree->type) {
+ return true;
+ }
+ if (BLI_uuid_is_nil(meta_data.catalog_id)) {
+ return true;
+ }
+ const LibraryCatalog &library_catalog = id_to_catalog_map.lookup(meta_data.catalog_id);
+ assets_per_path.add(library_catalog.catalog->path, LibraryAsset{library_ref, asset});
+ return true;
+ });
+ }
+
+ /* Build the final tree without any of the catalogs that don't have proper node group assets. */
+ bke::AssetCatalogTree catalogs_with_node_assets;
+ catalogs_from_all_libraries.foreach_item([&](bke::AssetCatalogTreeItem &item) {
+ if (!assets_per_path.lookup(item.catalog_path()).is_empty()) {
+ const bke::CatalogID &id = item.get_catalog_id();
+ const LibraryCatalog &library_catalog = id_to_catalog_map.lookup(id);
+ bke::AssetCatalog *catalog = library_catalog.library->catalog_service->find_catalog(id);
+ catalogs_with_node_assets.insert_item(*catalog);
+ }
+ });
+
+ /* Build another map storing full asset paths for each tree item, in order to have stable
+ * pointers to asset catalog paths to use for context pointers. This is necessary because
+ * #bke::AssetCatalogTreeItem doesn't store its full path directly. */
+ Map<const bke::AssetCatalogTreeItem *, bke::AssetCatalogPath> full_catalog_per_tree_item;
+ catalogs_with_node_assets.foreach_item([&](bke::AssetCatalogTreeItem &item) {
+ full_catalog_per_tree_item.add_new(&item, item.catalog_path());
+ });
+
+ return {std::move(catalogs_with_node_assets),
+ std::move(assets_per_path),
+ std::move(full_catalog_per_tree_item)};
+}
+
+static void node_add_catalog_assets_draw(const bContext *C, Menu *menu)
+{
+ bScreen &screen = *CTX_wm_screen(C);
+ const SpaceNode &snode = *CTX_wm_space_node(C);
+ if (!snode.runtime->assets_for_menu) {
+ BLI_assert_unreachable();
+ return;
+ }
+ AssetItemTree &tree = *snode.runtime->assets_for_menu;
+ const bNodeTree *edit_tree = snode.edittree;
+ if (!edit_tree) {
+ return;
+ }
+
+ const PointerRNA menu_path_ptr = CTX_data_pointer_get(C, "asset_catalog_path");
+ if (RNA_pointer_is_null(&menu_path_ptr)) {
+ return;
+ }
+ const bke::AssetCatalogPath &menu_path = *static_cast<const bke::AssetCatalogPath *>(
+ menu_path_ptr.data);
+
+ const Span<LibraryAsset> asset_items = tree.assets_per_path.lookup(menu_path);
+ bke::AssetCatalogTreeItem *catalog_item = tree.catalogs.find_item(menu_path);
+ BLI_assert(catalog_item != nullptr);
+
+ if (asset_items.is_empty() && !catalog_item->has_children()) {
+ return;
+ }
+
+ uiLayout *layout = menu->layout;
+ uiItemS(layout);
+
+ for (const LibraryAsset &item : asset_items) {
+ uiLayout *col = uiLayoutColumn(layout, false);
+ PointerRNA file{
+ &screen.id, &RNA_FileSelectEntry, const_cast<FileDirEntry *>(item.handle.file_data)};
+ uiLayoutSetContextPointer(col, "active_file", &file);
+
+ PointerRNA library_ptr{&screen.id,
+ &RNA_AssetLibraryReference,
+ const_cast<AssetLibraryReference *>(&item.library_ref)};
+ uiLayoutSetContextPointer(col, "asset_library_ref", &library_ptr);
+
+ uiItemO(col, ED_asset_handle_get_name(&item.handle), ICON_NONE, "NODE_OT_add_group_asset");
+ }
+
+ catalog_item->foreach_child([&](bke::AssetCatalogTreeItem &child_item) {
+ const bke::AssetCatalogPath &path = tree.full_catalog_per_tree_item.lookup(&child_item);
+ PointerRNA path_ptr{
+ &screen.id, &RNA_AssetCatalogPath, const_cast<bke::AssetCatalogPath *>(&path)};
+ uiLayout *col = uiLayoutColumn(layout, false);
+ uiLayoutSetContextPointer(col, "asset_catalog_path", &path_ptr);
+ uiItemM(col, "NODE_MT_node_add_catalog_assets", path.name().c_str(), ICON_NONE);
+ });
+}
+
+static void add_root_catalogs_draw(const bContext *C, Menu *menu)
+{
+ bScreen &screen = *CTX_wm_screen(C);
+ SpaceNode &snode = *CTX_wm_space_node(C);
+ const bNodeTree *edit_tree = snode.edittree;
+ uiLayout *layout = menu->layout;
+
+ snode.runtime->assets_for_menu = std::make_shared<AssetItemTree>(
+ build_catalog_tree(*C, edit_tree));
+
+ const bool loading_finished = all_loading_finished();
+
+ AssetItemTree &tree = *snode.runtime->assets_for_menu;
+ if (tree.catalogs.is_empty() && loading_finished) {
+ return;
+ }
+
+ uiItemS(layout);
+
+ if (!loading_finished) {
+ uiItemL(layout, IFACE_("Loading Asset Libraries"), ICON_INFO);
+ }
+
+ /* Avoid adding a separate root catalog when the assets have already been added to one of the
+ * builtin menus.
+ * TODO: The need to define the builtin menu labels here is completely non-ideal. We don't have
+ * any UI introspection that can do this though. This can be solved in the near future by
+ * removing the need to define the add menu completely, instead using a per-node-type path which
+ * can be merged with catalog tree.
+ */
+ static Set<std::string> all_builtin_menus = []() {
+ Set<std::string> menus;
+ menus.add_new("Attribute");
+ menus.add_new("Color");
+ menus.add_new("Curve");
+ menus.add_new("Curve Primitives");
+ menus.add_new("Curve Topology");
+ menus.add_new("Geometry");
+ menus.add_new("Input");
+ menus.add_new("Instances");
+ menus.add_new("Material");
+ menus.add_new("Mesh");
+ menus.add_new("Mesh Primitives");
+ menus.add_new("Mesh Topology");
+ menus.add_new("Output");
+ menus.add_new("Point");
+ menus.add_new("Text");
+ menus.add_new("Texture");
+ menus.add_new("Utilities");
+ menus.add_new("UV");
+ menus.add_new("Vector");
+ menus.add_new("Volume");
+ menus.add_new("Group");
+ menus.add_new("Layout");
+ return menus;
+ }();
+
+ tree.catalogs.foreach_root_item([&](bke::AssetCatalogTreeItem &item) {
+ if (all_builtin_menus.contains(item.get_name())) {
+ return;
+ }
+ const bke::AssetCatalogPath &path = tree.full_catalog_per_tree_item.lookup(&item);
+ PointerRNA path_ptr{
+ &screen.id, &RNA_AssetCatalogPath, const_cast<bke::AssetCatalogPath *>(&path)};
+ uiLayout *col = uiLayoutColumn(layout, false);
+ uiLayoutSetContextPointer(col, "asset_catalog_path", &path_ptr);
+ uiItemM(col, "NODE_MT_node_add_catalog_assets", path.name().c_str(), ICON_NONE);
+ });
+}
+
+MenuType add_catalog_assets_menu_type()
+{
+ MenuType type{};
+ BLI_strncpy(type.idname, "NODE_MT_node_add_catalog_assets", sizeof(type.idname));
+ type.poll = node_add_menu_poll;
+ type.draw = node_add_catalog_assets_draw;
+ return type;
+}
+
+MenuType add_root_catalogs_menu_type()
+{
+ MenuType type{};
+ BLI_strncpy(type.idname, "NODE_MT_node_add_root_catalogs", sizeof(type.idname));
+ type.poll = node_add_menu_poll;
+ type.draw = add_root_catalogs_draw;
+ return type;
+}
+
+} // namespace blender::ed::space_node
+
+/* Note: This is only necessary because Python can't set an asset catalog path context item. */
+void uiTemplateNodeAssetMenuItems(uiLayout *layout, bContext *C, const char *catalog_path)
+{
+ using namespace blender;
+ using namespace blender::ed::space_node;
+ bScreen &screen = *CTX_wm_screen(C);
+ SpaceNode &snode = *CTX_wm_space_node(C);
+ AssetItemTree &tree = *snode.runtime->assets_for_menu;
+ const bke::AssetCatalogTreeItem *item = tree.catalogs.find_root_item(catalog_path);
+ if (!item) {
+ return;
+ }
+ const bke::AssetCatalogPath &path = tree.full_catalog_per_tree_item.lookup(item);
+ PointerRNA path_ptr{
+ &screen.id, &RNA_AssetCatalogPath, const_cast<bke::AssetCatalogPath *>(&path)};
+ uiItemS(layout);
+ uiLayout *col = uiLayoutColumn(layout, false);
+ uiLayoutSetContextPointer(col, "asset_catalog_path", &path_ptr);
+ uiItemMContents(col, "NODE_MT_node_add_catalog_assets");
+}