Cleanup: A few small tweaks in asset library code

- Fix a typo
- Remove unnecessary namespace specification
- Use "this" to access class methods
This commit is contained in:
Hans Goudey
2024-03-14 08:49:16 -04:00
parent fc025abde6
commit 6072a641ee
3 changed files with 5 additions and 5 deletions

View File

@@ -138,7 +138,7 @@ class AssetLibrary {
* Remove an asset from the library that was added using #add_external_asset() or
* #add_local_id_asset(). Can usually be expected to be constant time complexity (worst case may
* differ).
* \note This is save to call if \a asset is freed (dangling reference), will not perform any
* \note This is safe to call if \a asset is freed (dangling reference), will not perform any
* change then.
* \return True on success, false if the asset couldn't be found inside the library (also the
* case when the reference is dangling).

View File

@@ -207,14 +207,14 @@ AssetRepresentation &AssetLibrary::add_external_asset(StringRef relative_asset_p
const int id_type,
std::unique_ptr<AssetMetaData> metadata)
{
AssetIdentifier identifier = asset_identifier_from_library(relative_asset_path);
AssetIdentifier identifier = this->asset_identifier_from_library(relative_asset_path);
return asset_storage_->add_external_asset(
std::move(identifier), name, id_type, std::move(metadata), *this);
}
AssetRepresentation &AssetLibrary::add_local_id_asset(StringRef relative_asset_path, ID &id)
{
AssetIdentifier identifier = asset_identifier_from_library(relative_asset_path);
AssetIdentifier identifier = this->asset_identifier_from_library(relative_asset_path);
return asset_storage_->add_local_id_asset(std::move(identifier), id, *this);
}

View File

@@ -43,7 +43,7 @@ bool AssetStorage::remove_asset(AssetRepresentation &asset)
return external_assets_.remove_as(&asset);
}
void AssetStorage::remap_ids_and_remove_invalid(const blender::bke::id::IDRemapper &mappings)
void AssetStorage::remap_ids_and_remove_invalid(const bke::id::IDRemapper &mappings)
{
Set<AssetRepresentation *> removed_assets;
@@ -61,7 +61,7 @@ void AssetStorage::remap_ids_and_remove_invalid(const blender::bke::id::IDRemapp
}
for (AssetRepresentation *asset : removed_assets) {
remove_asset(*asset);
this->remove_asset(*asset);
}
}