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/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup bke
*/
#pragma once
#ifndef __cplusplus
# error This is a C++-only header file.
#endif
#include "BKE_asset_library.hh"
#include "BLI_map.hh"
#include <memory>
namespace blender::bke {
/**
* Global singleton-ish that provides access to individual #AssetLibrary instances.
*
* Whenever a blend file is loaded, the existing instance of AssetLibraryService is destructed, and
* a new one is created -- hence the "singleton-ish". This ensures only information about relevant
* asset libraries is loaded.
*
* \note How Asset libraries are identified may change in the future.
* For now they are assumed to be:
* - on disk (identified by the absolute directory), or
* - the "current file" library (which is in memory but could have catalogs
* loaded from a file on disk).
*/
class AssetLibraryService {
public:
using AssetLibraryPtr = std::unique_ptr<AssetLibrary>;
AssetLibraryService() = default;
~AssetLibraryService() = default;
/** Return the AssetLibraryService singleton, allocating it if necessary. */
static AssetLibraryService *get();
/** Destroy the AssetLibraryService singleton. It will be reallocated by #get() if necessary. */
static void destroy();
/**
* Get the given asset library. Opens it (i.e. creates a new AssetLibrary instance) if necessary.
*/
AssetLibrary *get_asset_library_on_disk(StringRefNull top_level_directory);
/** Get the "Current File" asset library. */
AssetLibrary *get_asset_library_current_file();
/** Returns whether there are any known asset libraries with unsaved catalog edits. */
bool has_any_unsaved_catalogs() const;
protected:
static std::unique_ptr<AssetLibraryService> instance_;
/* Mapping absolute path of the library's top-level directory to the AssetLibrary instance. */
Map<std::string, AssetLibraryPtr> on_disk_libraries_;
AssetLibraryPtr current_file_library_;
/* Handlers for managing the life cycle of the AssetLibraryService instance. */
bCallbackFuncStore on_load_callback_store_;
static bool atexit_handler_registered_;
/** Allocate a new instance of the service and assign it to `instance_`. */
static void allocate_service_instance();
/**
* Ensure the AssetLibraryService instance is destroyed before a new blend file is loaded.
* This makes memory management simple, and ensures a fresh start for every blend file. */
void app_handler_register();
void app_handler_unregister();
};
} // namespace blender::bke
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