Initial changes to make the asset library class polymorphic, plus using that to cleanup some basic loading logic. I'm confident that this will help us improve the asset library management code quite a bit, currently it's quite confusing. Plus it will be extendable this way in future, so new kinds of asset libraries (e.g. Blender project asset libraries or arbitrary online asset libraries) can be added much easier.
24 lines
495 B
C++
24 lines
495 B
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup asset_system
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*
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* An asset library that is purely stored in-memory. Used for the "Current File" asset library
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* while the file has not been saved on disk yet.
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*/
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#pragma once
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#include "AS_asset_library.hh"
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namespace blender::asset_system {
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class RuntimeAssetLibrary : public AssetLibrary {
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public:
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RuntimeAssetLibrary();
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};
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} // namespace blender::asset_system
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