Files
test2/source/blender/editors/space_node/add_menu_assets.cc
Hans Goudey fa34992def Cleanup: Remove unnecessary includes from C++ data structure headers
The hash tables and vector blenlib headers were pulling many more
headers than they actually need, including the C base math header,
our C string API header, and the StringRef header. All of this
potentially slows down compilation and polutes autocomplete
with unrelated information.

Also remove the `ListBase` constructor for `Vector`. It wasn't used
much, and making it easy to use `ListBase` isn't worth it for the
same reasons mentioned above.

It turns out a lot of files depended on indirect includes of
`BLI_string.h` and `BLI_listbase.h`, so those are fixed here.

Pull Request: https://projects.blender.org/blender/blender/pulls/111801
2023-09-01 21:37:11 +02:00

249 lines
7.7 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_screen_types.h"
#include "DNA_space_types.h"
#include "BKE_asset.h"
#include "BKE_idprop.h"
#include "BKE_screen.h"
#include "BLT_translation.h"
#include "RNA_access.hh"
#include "ED_asset.hh"
#include "ED_screen.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 ED_assetlist_is_loaded(&all_library_ref);
}
static asset::AssetItemTree build_catalog_tree(const bContext &C, const bNodeTree &node_tree)
{
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();
return asset::build_filtered_all_catalog_tree(library, C, type_filter, meta_data_filter);
}
static void node_add_catalog_assets_draw(const bContext *C, Menu *menu)
{
bScreen &screen = *CTX_wm_screen(C);
const SpaceNode &snode = *CTX_wm_space_node(C);
if (!snode.runtime->assets_for_menu) {
BLI_assert_unreachable();
return;
}
asset::AssetItemTree &tree = *snode.runtime->assets_for_menu;
const bNodeTree *edit_tree = snode.edittree;
if (!edit_tree) {
return;
}
const PointerRNA menu_path_ptr = CTX_data_pointer_get(C, "asset_catalog_path");
if (RNA_pointer_is_null(&menu_path_ptr)) {
return;
}
const asset_system::AssetCatalogPath &menu_path =
*static_cast<const asset_system::AssetCatalogPath *>(menu_path_ptr.data);
const Span<asset_system::AssetRepresentation *> assets = tree.assets_per_path.lookup(menu_path);
asset_system::AssetCatalogTreeItem *catalog_item = tree.catalogs.find_item(menu_path);
BLI_assert(catalog_item != nullptr);
if (assets.is_empty() && !catalog_item->has_children()) {
return;
}
uiLayout *layout = menu->layout;
uiItemS(layout);
for (const asset_system::AssetRepresentation *asset : assets) {
uiLayout *col = uiLayoutColumn(layout, false);
PointerRNA asset_ptr = asset::create_asset_rna_ptr(asset);
uiLayoutSetContextPointer(col, "asset", &asset_ptr);
uiItemO(col, IFACE_(asset->get_name().c_str()), ICON_NONE, "NODE_OT_add_group_asset");
}
asset_system::AssetLibrary *all_library = ED_assetlist_library_get_once_available(
asset_system::all_library_reference());
if (!all_library) {
return;
}
catalog_item->foreach_child([&](asset_system::AssetCatalogTreeItem &child_item) {
PointerRNA path_ptr = asset::persistent_catalog_path_rna_pointer(
screen, *all_library, child_item);
if (path_ptr.data == nullptr) {
return;
}
uiLayout *col = uiLayoutColumn(layout, false);
uiLayoutSetContextPointer(col, "asset_catalog_path", &path_ptr);
uiItemM(
col, "NODE_MT_node_add_catalog_assets", IFACE_(child_item.get_name().c_str()), ICON_NONE);
});
}
static void add_root_catalogs_draw(const bContext *C, Menu *menu)
{
bScreen &screen = *CTX_wm_screen(C);
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);
}
/* 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<std::string> all_builtin_menus = []() {
Set<std::string> menus;
menus.add_new("Attribute");
menus.add_new("Color");
menus.add_new("Curve");
menus.add_new("Curve Primitives");
menus.add_new("Curve Topology");
menus.add_new("Geometry");
menus.add_new("Input");
menus.add_new("Instances");
menus.add_new("Material");
menus.add_new("Mesh");
menus.add_new("Mesh Primitives");
menus.add_new("Mesh Topology");
menus.add_new("Output");
menus.add_new("Point");
menus.add_new("Text");
menus.add_new("Texture");
menus.add_new("Tool");
menus.add_new("Utilities");
menus.add_new("UV");
menus.add_new("Vector");
menus.add_new("Volume");
menus.add_new("Group");
menus.add_new("Layout");
return menus;
}();
asset_system::AssetLibrary *all_library = ED_assetlist_library_get_once_available(
asset_system::all_library_reference());
if (!all_library) {
return;
}
tree.catalogs.foreach_root_item([&](asset_system::AssetCatalogTreeItem &item) {
if (all_builtin_menus.contains(item.get_name())) {
return;
}
PointerRNA path_ptr = asset::persistent_catalog_path_rna_pointer(screen, *all_library, item);
if (path_ptr.data == nullptr) {
return;
}
uiLayout *col = uiLayoutColumn(layout, false);
uiLayoutSetContextPointer(col, "asset_catalog_path", &path_ptr);
uiItemM(col, "NODE_MT_node_add_catalog_assets", IFACE_(item.get_name().c_str()), ICON_NONE);
});
}
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::asset_reading_region_listen_fn;
type.context_dependent = true;
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::asset_reading_region_listen_fn;
return type;
}
} // namespace blender::ed::space_node
void uiTemplateNodeAssetMenuItems(uiLayout *layout, bContext *C, const char *catalog_path)
{
using namespace blender;
using namespace blender::ed;
using namespace blender::ed::space_node;
bScreen &screen = *CTX_wm_screen(C);
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_root_item(catalog_path);
if (!item) {
return;
}
asset_system::AssetLibrary *all_library = ED_assetlist_library_get_once_available(
asset_system::all_library_reference());
if (!all_library) {
return;
}
PointerRNA path_ptr = asset::persistent_catalog_path_rna_pointer(screen, *all_library, *item);
if (path_ptr.data == nullptr) {
return;
}
uiItemS(layout);
uiLayout *col = uiLayoutColumn(layout, false);
uiLayoutSetContextPointer(col, "asset_catalog_path", &path_ptr);
uiItemMContents(col, "NODE_MT_node_add_catalog_assets");
}