Files
test2/source/blender/blenkernel/intern/asset_library.cc
Julian Eisel 1efc94bb2f Asset System: New core type to represent assets (AssetRepresenation)
Introduces a new `AssetRepresentation` type, as a runtime only container
to hold asset information. It is supposed to become _the_ main way to
represent and refer to assets in the asset system, see T87235. It can
store things like the asset name, asset traits, preview and other asset
metadata.

Technical documentation:
https://wiki.blender.org/wiki/Source/Architecture/Asset_System/Back_End#Asset_Representation.

By introducing a proper asset representation type, we do an important
step away from the previous, non-optimal representation of assets as
files in the file browser backend, and towards the asset system as
backend. It should replace the temporary & hacky `AssetHandle` design in
the near future. Note that the loading of asset data still happens
through the file browser backend, check the linked to Wiki page for more
information on that.

As a side-effect, asset metadata isn't stored in file browser file
entries when browsing with link/append anymore. Don't think this was
ever used, but scripts may have accessed this. Can be brought back if
there's a need for it.
2022-11-09 19:30:47 +01:00

276 lines
7.9 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup bke
*/
#include <memory>
#include "BKE_asset_library.hh"
#include "BKE_asset_representation.hh"
#include "BKE_lib_remap.h"
#include "BKE_main.h"
#include "BKE_preferences.h"
#include "BLI_fileops.h"
#include "BLI_path_util.h"
#include "BLI_set.hh"
#include "DNA_asset_types.h"
#include "DNA_userdef_types.h"
#include "asset_library_service.hh"
bool blender::bke::AssetLibrary::save_catalogs_when_file_is_saved = true;
blender::bke::AssetLibrary *BKE_asset_library_load(const Main *bmain,
const AssetLibraryReference &library_reference)
{
blender::bke::AssetLibraryService *service = blender::bke::AssetLibraryService::get();
return service->get_asset_library(bmain, library_reference);
}
/**
* Loading an asset library at this point only means loading the catalogs. Later on this should
* invoke reading of asset representations too.
*/
struct AssetLibrary *BKE_asset_library_load(const char *library_path)
{
blender::bke::AssetLibraryService *service = blender::bke::AssetLibraryService::get();
blender::bke::AssetLibrary *lib;
if (library_path == nullptr || library_path[0] == '\0') {
lib = service->get_asset_library_current_file();
}
else {
lib = service->get_asset_library_on_disk(library_path);
}
return reinterpret_cast<struct AssetLibrary *>(lib);
}
bool BKE_asset_library_has_any_unsaved_catalogs()
{
blender::bke::AssetLibraryService *service = blender::bke::AssetLibraryService::get();
return service->has_any_unsaved_catalogs();
}
std::string BKE_asset_library_find_suitable_root_path_from_path(
const blender::StringRefNull input_path)
{
if (bUserAssetLibrary *preferences_lib = BKE_preferences_asset_library_containing_path(
&U, input_path.c_str())) {
return preferences_lib->path;
}
char buffer[FILE_MAXDIR];
BLI_split_dir_part(input_path.c_str(), buffer, FILE_MAXDIR);
return buffer;
}
std::string BKE_asset_library_find_suitable_root_path_from_main(const Main *bmain)
{
return BKE_asset_library_find_suitable_root_path_from_path(bmain->filepath);
}
blender::bke::AssetCatalogService *BKE_asset_library_get_catalog_service(
const ::AssetLibrary *library_c)
{
if (library_c == nullptr) {
return nullptr;
}
const blender::bke::AssetLibrary &library = reinterpret_cast<const blender::bke::AssetLibrary &>(
*library_c);
return library.catalog_service.get();
}
blender::bke::AssetCatalogTree *BKE_asset_library_get_catalog_tree(const ::AssetLibrary *library)
{
blender::bke::AssetCatalogService *catalog_service = BKE_asset_library_get_catalog_service(
library);
if (catalog_service == nullptr) {
return nullptr;
}
return catalog_service->get_catalog_tree();
}
void BKE_asset_library_refresh_catalog_simplename(struct AssetLibrary *asset_library,
struct AssetMetaData *asset_data)
{
blender::bke::AssetLibrary *lib = reinterpret_cast<blender::bke::AssetLibrary *>(asset_library);
lib->refresh_catalog_simplename(asset_data);
}
void BKE_asset_library_remap_ids(IDRemapper *mappings)
{
blender::bke::AssetLibraryService *service = blender::bke::AssetLibraryService::get();
service->foreach_loaded_asset_library(
[mappings](blender::bke::AssetLibrary &library) { library.remap_ids(*mappings); });
}
namespace blender::bke {
AssetLibrary::AssetLibrary() : catalog_service(std::make_unique<AssetCatalogService>())
{
}
AssetLibrary::~AssetLibrary()
{
if (on_save_callback_store_.func) {
on_blend_save_handler_unregister();
}
}
void AssetLibrary::load_catalogs(StringRefNull library_root_directory)
{
auto catalog_service = std::make_unique<AssetCatalogService>(library_root_directory);
catalog_service->load_from_disk();
this->catalog_service = std::move(catalog_service);
}
void AssetLibrary::refresh()
{
this->catalog_service->reload_catalogs();
}
AssetRepresentation &AssetLibrary::add_external_asset(StringRef name,
std::unique_ptr<AssetMetaData> metadata)
{
asset_storage_.append(std::make_unique<AssetRepresentation>(name, std::move(metadata)));
return *asset_storage_.last();
}
AssetRepresentation &AssetLibrary::add_local_id_asset(ID &id)
{
asset_storage_.append(std::make_unique<AssetRepresentation>(id));
return *asset_storage_.last();
}
std::optional<int> AssetLibrary::find_asset_index(const AssetRepresentation &asset)
{
int index = 0;
/* Find index of asset. */
for (auto &asset_uptr : asset_storage_) {
if (&asset == asset_uptr.get()) {
return index;
}
index++;
}
return {};
}
bool AssetLibrary::remove_asset(AssetRepresentation &asset)
{
std::optional<int> asset_index = find_asset_index(asset);
if (!asset_index) {
return false;
}
asset_storage_.remove_and_reorder(*asset_index);
return true;
}
namespace {
void asset_library_on_save_post(struct Main *main,
struct PointerRNA **pointers,
const int num_pointers,
void *arg)
{
AssetLibrary *asset_lib = static_cast<AssetLibrary *>(arg);
asset_lib->on_blend_save_post(main, pointers, num_pointers);
}
} // namespace
void AssetLibrary::on_blend_save_handler_register()
{
/* The callback system doesn't own `on_save_callback_store_`. */
on_save_callback_store_.alloc = false;
on_save_callback_store_.func = asset_library_on_save_post;
on_save_callback_store_.arg = this;
BKE_callback_add(&on_save_callback_store_, BKE_CB_EVT_SAVE_POST);
}
void AssetLibrary::on_blend_save_handler_unregister()
{
BKE_callback_remove(&on_save_callback_store_, BKE_CB_EVT_SAVE_POST);
on_save_callback_store_.func = nullptr;
on_save_callback_store_.arg = nullptr;
}
void AssetLibrary::on_blend_save_post(struct Main *main,
struct PointerRNA ** /*pointers*/,
const int /*num_pointers*/)
{
if (this->catalog_service == nullptr) {
return;
}
if (save_catalogs_when_file_is_saved) {
this->catalog_service->write_to_disk(main->filepath);
}
}
void AssetLibrary::remap_ids(IDRemapper &mappings)
{
Set<AssetRepresentation *> removed_id_assets;
for (auto &asset_uptr : asset_storage_) {
if (!asset_uptr->is_local_id()) {
continue;
}
IDRemapperApplyResult result = BKE_id_remapper_apply(
&mappings, &asset_uptr->local_asset_id_, ID_REMAP_APPLY_DEFAULT);
if (result == ID_REMAP_RESULT_SOURCE_UNASSIGNED) {
removed_id_assets.add(asset_uptr.get());
}
}
/* Remove the assets from storage. */
for (AssetRepresentation *asset : removed_id_assets) {
remove_asset(*asset);
}
}
void AssetLibrary::refresh_catalog_simplename(struct AssetMetaData *asset_data)
{
if (BLI_uuid_is_nil(asset_data->catalog_id)) {
asset_data->catalog_simple_name[0] = '\0';
return;
}
const AssetCatalog *catalog = this->catalog_service->find_catalog(asset_data->catalog_id);
if (catalog == nullptr) {
/* No-op if the catalog cannot be found. This could be the kind of "the catalog definition file
* is corrupt/lost" scenario that the simple name is meant to help recover from. */
return;
}
STRNCPY(asset_data->catalog_simple_name, catalog->simple_name.c_str());
}
Vector<AssetLibraryReference> all_valid_asset_library_refs()
{
Vector<AssetLibraryReference> result;
int i;
LISTBASE_FOREACH_INDEX (const bUserAssetLibrary *, asset_library, &U.asset_libraries, i) {
if (!BLI_is_dir(asset_library->path)) {
continue;
}
AssetLibraryReference library_ref{};
library_ref.custom_library_index = i;
library_ref.type = ASSET_LIBRARY_CUSTOM;
result.append(library_ref);
}
AssetLibraryReference library_ref{};
library_ref.custom_library_index = -1;
library_ref.type = ASSET_LIBRARY_LOCAL;
result.append(library_ref);
return result;
}
} // namespace blender::bke