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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
*/
#include "BKE_asset_catalog.hh"
#include "BKE_asset_catalog_path.hh"
#include "BKE_asset_library.hh"
#include "BKE_main.h"
#include "BLI_string_utils.h"
#include "ED_asset_catalog.h"
#include "ED_asset_catalog.hh"
#include "WM_api.h"
using namespace blender;
using namespace blender::bke;
struct CatalogUniqueNameFnData {
const AssetCatalogService &catalog_service;
StringRef parent_path;
};
static bool catalog_name_exists_fn(void *arg, const char *name)
{
CatalogUniqueNameFnData &fn_data = *static_cast<CatalogUniqueNameFnData *>(arg);
AssetCatalogPath fullpath = AssetCatalogPath(fn_data.parent_path) / name;
return fn_data.catalog_service.find_catalog_by_path(fullpath);
}
static std::string catalog_name_ensure_unique(AssetCatalogService &catalog_service,
StringRefNull name,
StringRef parent_path)
{
CatalogUniqueNameFnData fn_data = {catalog_service, parent_path};
char unique_name[MAX_NAME] = "";
BLI_uniquename_cb(
catalog_name_exists_fn, &fn_data, name.c_str(), '.', unique_name, sizeof(unique_name));
return unique_name;
}
AssetCatalog *ED_asset_catalog_add(::AssetLibrary *library,
StringRefNull name,
StringRef parent_path)
{
bke::AssetCatalogService *catalog_service = BKE_asset_library_get_catalog_service(library);
if (!catalog_service) {
return nullptr;
}
std::string unique_name = catalog_name_ensure_unique(*catalog_service, name, parent_path);
AssetCatalogPath fullpath = AssetCatalogPath(parent_path) / unique_name;
catalog_service->undo_push();
bke::AssetCatalog *new_catalog = catalog_service->create_catalog(fullpath);
if (!new_catalog) {
return nullptr;
}
catalog_service->tag_has_unsaved_changes(new_catalog);
return new_catalog;
}
void ED_asset_catalog_remove(::AssetLibrary *library, const CatalogID &catalog_id)
{
bke::AssetCatalogService *catalog_service = BKE_asset_library_get_catalog_service(library);
if (!catalog_service) {
BLI_assert_unreachable();
return;
}
catalog_service->undo_push();
catalog_service->tag_has_unsaved_changes(nullptr);
catalog_service->prune_catalogs_by_id(catalog_id);
}
void ED_asset_catalog_rename(::AssetLibrary *library,
const CatalogID catalog_id,
const StringRefNull new_name)
{
bke::AssetCatalogService *catalog_service = BKE_asset_library_get_catalog_service(library);
if (!catalog_service) {
BLI_assert_unreachable();
return;
}
AssetCatalog *catalog = catalog_service->find_catalog(catalog_id);
AssetCatalogPath new_path = catalog->path.parent();
new_path = new_path / StringRef(new_name);
if (new_path == catalog->path) {
/* Nothing changed, so don't bother renaming for nothing. */
return;
}
catalog_service->undo_push();
catalog_service->tag_has_unsaved_changes(catalog);
catalog_service->update_catalog_path(catalog_id, new_path);
}
void ED_asset_catalogs_save_from_main_path(::AssetLibrary *library, const Main *bmain)
{
bke::AssetCatalogService *catalog_service = BKE_asset_library_get_catalog_service(library);
if (!catalog_service) {
BLI_assert_unreachable();
return;
}
/* Since writing to disk also means loading any on-disk changes, it may be a good idea to store
* an undo step. */
catalog_service->undo_push();
catalog_service->write_to_disk(bmain->name);
}
void ED_asset_catalogs_set_save_catalogs_when_file_is_saved(const bool should_save)
{
bke::AssetLibrary::save_catalogs_when_file_is_saved = should_save;
}
bool ED_asset_catalogs_get_save_catalogs_when_file_is_saved()
{
return bke::AssetLibrary::save_catalogs_when_file_is_saved;
}
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