Files
test/source/blender/editors/space_node/add_menu_assets.cc
Julian Eisel 95886fdfe2 Refactor: Use new context string support for node asset menus
Since 2fbf206491 it's possible to store named strings in context, rather
than having to wrap them in RNA pointers. Here this can avoid some
boilerplate code.

After this the `AssetCatalogPath` RNA struct should be unused. Might
be better to remove it in 5.0 only though, since it's part of the API.
Added to #110461.

Pull Request: https://projects.blender.org/blender/blender/pulls/122331
2024-05-27 20:02:49 +02:00

329 lines
9.7 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include "AS_asset_catalog.hh"
#include "AS_asset_catalog_tree.hh"
#include "AS_asset_library.hh"
#include "AS_asset_representation.hh"
#include "BLI_multi_value_map.hh"
#include "BLI_string.h"
#include "DNA_space_types.h"
#include "BKE_asset.hh"
#include "BKE_idprop.hh"
#include "BKE_screen.hh"
#include "BLT_translation.hh"
#include "RNA_access.hh"
#include "ED_asset.hh"
#include "ED_asset_menu_utils.hh"
#include "ED_node.hh"
#include "node_intern.hh"
namespace blender::ed::space_node {
static bool node_add_menu_poll(const bContext *C, MenuType * /*mt*/)
{
return CTX_wm_space_node(C);
}
static bool all_loading_finished()
{
AssetLibraryReference all_library_ref = asset_system::all_library_reference();
return asset::list::is_loaded(&all_library_ref);
}
static asset::AssetItemTree build_catalog_tree(const bContext &C, const bNodeTree &node_tree)
{
asset::AssetFilterSettings type_filter{};
type_filter.id_types = FILTER_ID_NT;
auto meta_data_filter = [&](const AssetMetaData &meta_data) {
const IDProperty *tree_type = BKE_asset_metadata_idprop_find(&meta_data, "type");
if (tree_type == nullptr || IDP_Int(tree_type) != node_tree.type) {
return false;
}
return true;
};
const AssetLibraryReference library = asset_system::all_library_reference();
asset_system::all_library_reload_catalogs_if_dirty();
return asset::build_filtered_all_catalog_tree(library, C, type_filter, meta_data_filter);
}
/**
* Used to avoid adding a separate root catalog when the assets have already been added to one of
* the builtin menus.
* TODO: The need to define the builtin menu labels here is completely non-ideal. We don't have
* any UI introspection that can do this though. This can be solved in the near future by
* removing the need to define the add menu completely, instead using a per-node-type path which
* can be merged with catalog tree.
*/
static Set<StringRef> get_builtin_menus(const int tree_type)
{
Set<StringRef> menus;
switch (tree_type) {
case NTREE_GEOMETRY:
return {"Attribute",
"Input",
"Input/Constant",
"Input/Group",
"Input/Scene",
"Output",
"Geometry",
"Geometry/Read",
"Geometry/Sample",
"Geometry/Write",
"Geometry/Operations",
"Curve",
"Curve/Read",
"Curve/Sample",
"Curve/Write",
"Curve/Operations",
"Curve/Primitives",
"Curve/Topology",
"Instances",
"Mesh",
"Mesh/Read",
"Mesh/Sample",
"Mesh/Write",
"Mesh/Operations",
"Mesh/Primitives",
"Mesh/Topology",
"Mesh/UV",
"Point",
"Volume",
"Simulation",
"Material",
"Texture",
"Utilities",
"Utilities/Color",
"Utilities/Text",
"Utilities/Vector",
"Utilities/Field",
"Utilities/Math",
"Utilities/Rotation",
"Group",
"Layout",
"Unassigned"};
case NTREE_COMPOSIT:
return {"Input",
"Input/Constant",
"Input/Scene",
"Output",
"Color",
"Color/Adjust",
"Color/Mix",
"Filter",
"Filter/Blur",
"Keying",
"Mask",
"Tracking",
"Transform",
"Utilities",
"Vector",
"Group",
"Layout"};
case NTREE_SHADER:
return {"Input",
"Output",
"Color",
"Converter",
"Shader",
"Texture",
"Vector",
"Script",
"Group",
"Layout"};
}
return {};
}
static void node_add_catalog_assets_draw(const bContext *C, Menu *menu)
{
SpaceNode &snode = *CTX_wm_space_node(C);
const bNodeTree *edit_tree = snode.edittree;
if (!edit_tree) {
return;
}
if (!snode.runtime->assets_for_menu) {
snode.runtime->assets_for_menu = std::make_shared<asset::AssetItemTree>(
build_catalog_tree(*C, *edit_tree));
return;
}
asset::AssetItemTree &tree = *snode.runtime->assets_for_menu;
const std::optional<blender::StringRefNull> menu_path = CTX_data_string_get(
C, "asset_catalog_path");
if (!menu_path) {
return;
}
const Span<asset_system::AssetRepresentation *> assets = tree.assets_per_path.lookup(
menu_path->c_str());
const asset_system::AssetCatalogTreeItem *catalog_item = tree.catalogs.find_item(
menu_path->c_str());
BLI_assert(catalog_item != nullptr);
if (assets.is_empty() && !catalog_item->has_children()) {
return;
}
uiLayout *layout = menu->layout;
bool add_separator = true;
for (const asset_system::AssetRepresentation *asset : assets) {
if (add_separator) {
uiItemS(layout);
add_separator = false;
}
PointerRNA op_ptr;
uiItemFullO(layout,
"NODE_OT_add_group_asset",
IFACE_(asset->get_name().c_str()),
ICON_NONE,
nullptr,
WM_OP_INVOKE_REGION_WIN,
UI_ITEM_NONE,
&op_ptr);
asset::operator_asset_reference_props_set(*asset, op_ptr);
}
const Set<StringRef> all_builtin_menus = get_builtin_menus(edit_tree->type);
catalog_item->foreach_child([&](const asset_system::AssetCatalogTreeItem &item) {
if (all_builtin_menus.contains_as(item.catalog_path().str())) {
return;
}
if (add_separator) {
uiItemS(layout);
add_separator = false;
}
asset::draw_menu_for_catalog(item, "NODE_MT_node_add_catalog_assets", *layout);
});
}
static void node_add_unassigned_assets_draw(const bContext *C, Menu *menu)
{
SpaceNode &snode = *CTX_wm_space_node(C);
const bNodeTree *edit_tree = snode.edittree;
if (!edit_tree) {
return;
}
if (!snode.runtime->assets_for_menu) {
snode.runtime->assets_for_menu = std::make_shared<asset::AssetItemTree>(
build_catalog_tree(*C, *edit_tree));
return;
}
asset::AssetItemTree &tree = *snode.runtime->assets_for_menu;
for (const asset_system::AssetRepresentation *asset : tree.unassigned_assets) {
PointerRNA op_ptr;
uiItemFullO(menu->layout,
"NODE_OT_add_group_asset",
IFACE_(asset->get_name().c_str()),
ICON_NONE,
nullptr,
WM_OP_INVOKE_REGION_WIN,
UI_ITEM_NONE,
&op_ptr);
asset::operator_asset_reference_props_set(*asset, op_ptr);
}
}
static void add_root_catalogs_draw(const bContext *C, Menu *menu)
{
SpaceNode &snode = *CTX_wm_space_node(C);
uiLayout *layout = menu->layout;
const bNodeTree *edit_tree = snode.edittree;
if (!edit_tree) {
return;
}
snode.runtime->assets_for_menu = std::make_shared<asset::AssetItemTree>(
build_catalog_tree(*C, *edit_tree));
const bool loading_finished = all_loading_finished();
asset::AssetItemTree &tree = *snode.runtime->assets_for_menu;
if (tree.catalogs.is_empty() && loading_finished) {
return;
}
uiItemS(layout);
if (!loading_finished) {
uiItemL(layout, IFACE_("Loading Asset Libraries"), ICON_INFO);
}
const Set<StringRef> all_builtin_menus = get_builtin_menus(edit_tree->type);
tree.catalogs.foreach_root_item([&](const asset_system::AssetCatalogTreeItem &item) {
if (!all_builtin_menus.contains_as(item.catalog_path().str())) {
asset::draw_menu_for_catalog(item, "NODE_MT_node_add_catalog_assets", *layout);
}
});
if (!tree.unassigned_assets.is_empty()) {
uiItemS(layout);
uiItemM(layout, "NODE_MT_node_add_unassigned_assets", IFACE_("Unassigned"), ICON_FILE_HIDDEN);
}
}
MenuType add_catalog_assets_menu_type()
{
MenuType type{};
STRNCPY(type.idname, "NODE_MT_node_add_catalog_assets");
type.poll = node_add_menu_poll;
type.draw = node_add_catalog_assets_draw;
type.listener = asset::list::asset_reading_region_listen_fn;
type.flag = MenuTypeFlag::ContextDependent;
return type;
}
MenuType add_unassigned_assets_menu_type()
{
MenuType type{};
STRNCPY(type.idname, "NODE_MT_node_add_unassigned_assets");
type.poll = node_add_menu_poll;
type.draw = node_add_unassigned_assets_draw;
type.listener = asset::list::asset_reading_region_listen_fn;
type.flag = MenuTypeFlag::ContextDependent;
type.description = N_(
"Node group assets not assigned to a catalog.\n"
"Catalogs can be assigned in the Asset Browser");
return type;
}
MenuType add_root_catalogs_menu_type()
{
MenuType type{};
STRNCPY(type.idname, "NODE_MT_node_add_root_catalogs");
type.poll = node_add_menu_poll;
type.draw = add_root_catalogs_draw;
type.listener = asset::list::asset_reading_region_listen_fn;
return type;
}
void ui_template_node_asset_menu_items(uiLayout &layout,
const bContext &C,
const StringRef catalog_path)
{
SpaceNode &snode = *CTX_wm_space_node(&C);
if (snode.runtime->assets_for_menu == nullptr) {
return;
}
asset::AssetItemTree &tree = *snode.runtime->assets_for_menu;
const asset_system::AssetCatalogTreeItem *item = tree.catalogs.find_item(catalog_path);
if (!item) {
return;
}
uiLayout *col = uiLayoutColumn(&layout, false);
uiLayoutSetContextString(col, "asset_catalog_path", item->catalog_path().str());
uiItemMContents(col, "NODE_MT_node_add_catalog_assets");
}
} // namespace blender::ed::space_node