When assigning a new catalog ID to an asset, also refresh the "catalog simple name". This "simple name" is stored on the asset metadata next to the catalog UUID, to allow some emergency data recovery when the catalog definition file is somehow lost.
168 lines
5.2 KiB
C++
168 lines
5.2 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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/** \file
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* \ingroup bke
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*/
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#include "BKE_asset_catalog.hh"
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#include "BKE_asset_library.hh"
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#include "BKE_callbacks.h"
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#include "BKE_main.h"
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#include "BKE_preferences.h"
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#include "BLI_path_util.h"
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#include "DNA_asset_types.h"
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#include "DNA_userdef_types.h"
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#include "MEM_guardedalloc.h"
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#include <memory>
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/**
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* Loading an asset library at this point only means loading the catalogs. Later on this should
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* invoke reading of asset representations too.
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*/
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struct AssetLibrary *BKE_asset_library_load(const char *library_path)
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{
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blender::bke::AssetLibrary *lib = new blender::bke::AssetLibrary();
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lib->on_save_handler_register();
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lib->load(library_path);
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return reinterpret_cast<struct AssetLibrary *>(lib);
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}
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void BKE_asset_library_free(struct AssetLibrary *asset_library)
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{
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blender::bke::AssetLibrary *lib = reinterpret_cast<blender::bke::AssetLibrary *>(asset_library);
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lib->on_save_handler_unregister();
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delete lib;
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}
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bool BKE_asset_library_find_suitable_root_path_from_path(const char *input_path,
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char *r_library_path)
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{
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if (bUserAssetLibrary *preferences_lib = BKE_preferences_asset_library_containing_path(
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&U, input_path)) {
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BLI_strncpy(r_library_path, preferences_lib->path, FILE_MAXDIR);
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return true;
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}
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BLI_split_dir_part(input_path, r_library_path, FILE_MAXDIR);
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return r_library_path[0] != '\0';
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}
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bool BKE_asset_library_find_suitable_root_path_from_main(const Main *bmain, char *r_library_path)
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{
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return BKE_asset_library_find_suitable_root_path_from_path(bmain->name, r_library_path);
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}
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blender::bke::AssetCatalogService *BKE_asset_library_get_catalog_service(
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const ::AssetLibrary *library_c)
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{
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if (library_c == nullptr) {
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return nullptr;
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}
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const blender::bke::AssetLibrary &library = reinterpret_cast<const blender::bke::AssetLibrary &>(
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*library_c);
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return library.catalog_service.get();
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}
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blender::bke::AssetCatalogTree *BKE_asset_library_get_catalog_tree(const ::AssetLibrary *library)
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{
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blender::bke::AssetCatalogService *catalog_service = BKE_asset_library_get_catalog_service(
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library);
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if (catalog_service == nullptr) {
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return nullptr;
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}
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return catalog_service->get_catalog_tree();
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}
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void BKE_asset_library_refresh_catalog_simplename(struct AssetLibrary *asset_library,
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struct AssetMetaData *asset_data)
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{
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blender::bke::AssetLibrary *lib = reinterpret_cast<blender::bke::AssetLibrary *>(asset_library);
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lib->refresh_catalog_simplename(asset_data);
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}
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namespace blender::bke {
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void AssetLibrary::load(StringRefNull library_root_directory)
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{
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auto catalog_service = std::make_unique<AssetCatalogService>(library_root_directory);
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catalog_service->load_from_disk();
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this->catalog_service = std::move(catalog_service);
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}
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namespace {
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void asset_library_on_save_post(struct Main *main,
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struct PointerRNA **pointers,
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const int num_pointers,
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void *arg)
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{
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AssetLibrary *asset_lib = static_cast<AssetLibrary *>(arg);
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asset_lib->on_save_post(main, pointers, num_pointers);
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}
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} // namespace
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void AssetLibrary::on_save_handler_register()
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{
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/* The callback system doesn't own `on_save_callback_store_`. */
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on_save_callback_store_.alloc = false;
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on_save_callback_store_.func = asset_library_on_save_post;
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on_save_callback_store_.arg = this;
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BKE_callback_add(&on_save_callback_store_, BKE_CB_EVT_SAVE_POST);
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}
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void AssetLibrary::on_save_handler_unregister()
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{
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BKE_callback_remove(&on_save_callback_store_, BKE_CB_EVT_SAVE_POST);
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}
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void AssetLibrary::on_save_post(struct Main *main,
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struct PointerRNA ** /*pointers*/,
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const int /*num_pointers*/)
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{
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if (this->catalog_service == nullptr) {
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return;
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}
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this->catalog_service->write_to_disk_on_blendfile_save(main->name);
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}
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void AssetLibrary::refresh_catalog_simplename(struct AssetMetaData *asset_data)
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{
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if (BLI_uuid_is_nil(asset_data->catalog_id)) {
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asset_data->catalog_simple_name[0] = '\0';
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return;
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}
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const AssetCatalog *catalog = this->catalog_service->find_catalog(asset_data->catalog_id);
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if (catalog == nullptr) {
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/* No-op if the catalog cannot be found. This could be the kind of "the catalog definition file
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* is corrupt/lost" scenario that the simple name is meant to help recover from. */
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return;
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}
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STRNCPY(asset_data->catalog_simple_name, catalog->simple_name.c_str());
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}
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} // namespace blender::bke
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