/* SPDX-License-Identifier: GPL-2.0-or-later */ /** \file * \ingroup bke */ #pragma once #ifndef __cplusplus # error This is a C++-only header file. Use BKE_asset_library.h instead. #endif #include "DNA_asset_types.h" #include "BKE_asset_library.h" #include "BKE_asset_catalog.hh" #include "BKE_callbacks.h" #include namespace blender::bke { /** * 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. */ struct AssetLibrary { /* Controlled by #ED_asset_catalogs_set_save_catalogs_when_file_is_saved, * for managing the "Save Catalog Changes" in the quit-confirmation dialog box. */ static bool save_catalogs_when_file_is_saved; std::unique_ptr catalog_service; AssetLibrary(); ~AssetLibrary(); void load(StringRefNull library_root_directory); /** Load catalogs that have changed on disk. */ void refresh(); /** * 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 * catalog definition file is corrupt/lost" scenario that the simple name is * meant to help recover from. */ void refresh_catalog_simplename(AssetMetaData *asset_data); void on_blend_save_handler_register(); void on_blend_save_handler_unregister(); void on_blend_save_post(Main *bmain, PointerRNA **pointers, int num_pointers); private: bCallbackFuncStore on_save_callback_store_{}; }; Vector all_valid_asset_library_refs(); } // namespace blender::bke blender::bke::AssetLibrary *BKE_asset_library_load(const Main *bmain, const AssetLibraryReference &library_reference); blender::bke::AssetCatalogService *BKE_asset_library_get_catalog_service( const ::AssetLibrary *library); blender::bke::AssetCatalogTree *BKE_asset_library_get_catalog_tree(const ::AssetLibrary *library);