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
249 lines
7.7 KiB
C++
249 lines
7.7 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "AS_asset_catalog.hh"
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#include "AS_asset_catalog_tree.hh"
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#include "AS_asset_library.hh"
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#include "AS_asset_representation.hh"
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#include "BLI_multi_value_map.hh"
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#include "BLI_string.h"
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#include "DNA_screen_types.h"
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#include "DNA_space_types.h"
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#include "BKE_asset.h"
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#include "BKE_idprop.h"
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#include "BKE_screen.h"
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#include "BLT_translation.h"
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#include "RNA_access.hh"
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#include "ED_asset.hh"
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#include "ED_screen.hh"
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#include "node_intern.hh"
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namespace blender::ed::space_node {
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static bool node_add_menu_poll(const bContext *C, MenuType * /*mt*/)
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{
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return CTX_wm_space_node(C);
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}
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static bool all_loading_finished()
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{
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AssetLibraryReference all_library_ref = asset_system::all_library_reference();
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return ED_assetlist_is_loaded(&all_library_ref);
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}
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static asset::AssetItemTree build_catalog_tree(const bContext &C, const bNodeTree &node_tree)
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{
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AssetFilterSettings type_filter{};
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type_filter.id_types = FILTER_ID_NT;
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auto meta_data_filter = [&](const AssetMetaData &meta_data) {
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const IDProperty *tree_type = BKE_asset_metadata_idprop_find(&meta_data, "type");
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if (tree_type == nullptr || IDP_Int(tree_type) != node_tree.type) {
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return false;
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}
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return true;
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};
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const AssetLibraryReference library = asset_system::all_library_reference();
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return asset::build_filtered_all_catalog_tree(library, C, type_filter, meta_data_filter);
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}
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static void node_add_catalog_assets_draw(const bContext *C, Menu *menu)
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{
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bScreen &screen = *CTX_wm_screen(C);
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const SpaceNode &snode = *CTX_wm_space_node(C);
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if (!snode.runtime->assets_for_menu) {
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BLI_assert_unreachable();
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return;
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}
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asset::AssetItemTree &tree = *snode.runtime->assets_for_menu;
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const bNodeTree *edit_tree = snode.edittree;
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if (!edit_tree) {
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return;
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}
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const PointerRNA menu_path_ptr = CTX_data_pointer_get(C, "asset_catalog_path");
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if (RNA_pointer_is_null(&menu_path_ptr)) {
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return;
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}
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const asset_system::AssetCatalogPath &menu_path =
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*static_cast<const asset_system::AssetCatalogPath *>(menu_path_ptr.data);
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const Span<asset_system::AssetRepresentation *> assets = tree.assets_per_path.lookup(menu_path);
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asset_system::AssetCatalogTreeItem *catalog_item = tree.catalogs.find_item(menu_path);
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BLI_assert(catalog_item != nullptr);
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if (assets.is_empty() && !catalog_item->has_children()) {
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return;
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}
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uiLayout *layout = menu->layout;
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uiItemS(layout);
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for (const asset_system::AssetRepresentation *asset : assets) {
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uiLayout *col = uiLayoutColumn(layout, false);
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PointerRNA asset_ptr = asset::create_asset_rna_ptr(asset);
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uiLayoutSetContextPointer(col, "asset", &asset_ptr);
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uiItemO(col, IFACE_(asset->get_name().c_str()), ICON_NONE, "NODE_OT_add_group_asset");
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}
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asset_system::AssetLibrary *all_library = ED_assetlist_library_get_once_available(
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asset_system::all_library_reference());
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if (!all_library) {
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return;
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}
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catalog_item->foreach_child([&](asset_system::AssetCatalogTreeItem &child_item) {
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PointerRNA path_ptr = asset::persistent_catalog_path_rna_pointer(
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screen, *all_library, child_item);
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if (path_ptr.data == nullptr) {
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return;
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}
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uiLayout *col = uiLayoutColumn(layout, false);
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uiLayoutSetContextPointer(col, "asset_catalog_path", &path_ptr);
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uiItemM(
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col, "NODE_MT_node_add_catalog_assets", IFACE_(child_item.get_name().c_str()), ICON_NONE);
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});
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}
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static void add_root_catalogs_draw(const bContext *C, Menu *menu)
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{
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bScreen &screen = *CTX_wm_screen(C);
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SpaceNode &snode = *CTX_wm_space_node(C);
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uiLayout *layout = menu->layout;
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const bNodeTree *edit_tree = snode.edittree;
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if (!edit_tree) {
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return;
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}
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snode.runtime->assets_for_menu = std::make_shared<asset::AssetItemTree>(
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build_catalog_tree(*C, *edit_tree));
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const bool loading_finished = all_loading_finished();
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asset::AssetItemTree &tree = *snode.runtime->assets_for_menu;
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if (tree.catalogs.is_empty() && loading_finished) {
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return;
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}
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uiItemS(layout);
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if (!loading_finished) {
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uiItemL(layout, IFACE_("Loading Asset Libraries"), ICON_INFO);
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}
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/* Avoid adding a separate root catalog when the assets have already been added to one of the
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* builtin menus.
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* TODO: The need to define the builtin menu labels here is completely non-ideal. We don't have
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* any UI introspection that can do this though. This can be solved in the near future by
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* removing the need to define the add menu completely, instead using a per-node-type path which
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* can be merged with catalog tree.
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*/
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static Set<std::string> all_builtin_menus = []() {
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Set<std::string> menus;
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menus.add_new("Attribute");
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menus.add_new("Color");
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menus.add_new("Curve");
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menus.add_new("Curve Primitives");
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menus.add_new("Curve Topology");
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menus.add_new("Geometry");
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menus.add_new("Input");
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menus.add_new("Instances");
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menus.add_new("Material");
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menus.add_new("Mesh");
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menus.add_new("Mesh Primitives");
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menus.add_new("Mesh Topology");
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menus.add_new("Output");
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menus.add_new("Point");
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menus.add_new("Text");
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menus.add_new("Texture");
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menus.add_new("Tool");
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menus.add_new("Utilities");
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menus.add_new("UV");
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menus.add_new("Vector");
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menus.add_new("Volume");
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menus.add_new("Group");
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menus.add_new("Layout");
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return menus;
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}();
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asset_system::AssetLibrary *all_library = ED_assetlist_library_get_once_available(
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asset_system::all_library_reference());
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if (!all_library) {
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return;
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}
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tree.catalogs.foreach_root_item([&](asset_system::AssetCatalogTreeItem &item) {
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if (all_builtin_menus.contains(item.get_name())) {
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return;
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}
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PointerRNA path_ptr = asset::persistent_catalog_path_rna_pointer(screen, *all_library, item);
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if (path_ptr.data == nullptr) {
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return;
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}
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uiLayout *col = uiLayoutColumn(layout, false);
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uiLayoutSetContextPointer(col, "asset_catalog_path", &path_ptr);
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uiItemM(col, "NODE_MT_node_add_catalog_assets", IFACE_(item.get_name().c_str()), ICON_NONE);
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});
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}
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MenuType add_catalog_assets_menu_type()
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{
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MenuType type{};
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STRNCPY(type.idname, "NODE_MT_node_add_catalog_assets");
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type.poll = node_add_menu_poll;
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type.draw = node_add_catalog_assets_draw;
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type.listener = asset::asset_reading_region_listen_fn;
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type.context_dependent = true;
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return type;
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}
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MenuType add_root_catalogs_menu_type()
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{
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MenuType type{};
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STRNCPY(type.idname, "NODE_MT_node_add_root_catalogs");
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type.poll = node_add_menu_poll;
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type.draw = add_root_catalogs_draw;
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type.listener = asset::asset_reading_region_listen_fn;
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return type;
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}
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} // namespace blender::ed::space_node
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void uiTemplateNodeAssetMenuItems(uiLayout *layout, bContext *C, const char *catalog_path)
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{
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using namespace blender;
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using namespace blender::ed;
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using namespace blender::ed::space_node;
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bScreen &screen = *CTX_wm_screen(C);
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SpaceNode &snode = *CTX_wm_space_node(C);
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if (snode.runtime->assets_for_menu == nullptr) {
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return;
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}
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asset::AssetItemTree &tree = *snode.runtime->assets_for_menu;
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const asset_system::AssetCatalogTreeItem *item = tree.catalogs.find_root_item(catalog_path);
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if (!item) {
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return;
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}
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asset_system::AssetLibrary *all_library = ED_assetlist_library_get_once_available(
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asset_system::all_library_reference());
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if (!all_library) {
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return;
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}
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PointerRNA path_ptr = asset::persistent_catalog_path_rna_pointer(screen, *all_library, *item);
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if (path_ptr.data == nullptr) {
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return;
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}
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uiItemS(layout);
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uiLayout *col = uiLayoutColumn(layout, false);
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uiLayoutSetContextPointer(col, "asset_catalog_path", &path_ptr);
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uiItemMContents(col, "NODE_MT_node_add_catalog_assets");
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}
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