Various UI code would store the `AssetHandle` in a way that turns out to be unsafe. The file-data is part of the file browser caching system that releases file-data when a certain maximum of items is in the cache. So even while just iterating over the assets, earlier iterated asset handles may become invalid. Now asset handles are really treated as volatile, short lived objects. For the asset-view, the fix was more involved. There we need an RNA collection of asset-handles, because the UI list code requires that. So we create a dummy collection and get the asset handles as needed by index. This again meant that I had to keep the index of the collection and the asset-list in sync, so all filtering had to be moved to the UI list. I tried duplicating the file-data out of the cache instead, but that caused problems with managing the memory/ownership of the preview images. `AssetHandle` should be removed and replaced by `AssetRepresentation`, but this would be an even more disruptive change (breaking API compatibility too). Fixes #104305, #105535. Pull Request: #105773
319 lines
10 KiB
C++
319 lines
10 KiB
C++
/* 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.h"
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#include "BLI_multi_value_map.hh"
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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.h"
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#include "RNA_prototypes.h"
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#include "ED_asset.h"
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#include "ED_screen.h"
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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 void node_add_menu_assets_listen_fn(const wmRegionListenerParams *params)
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{
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const wmNotifier *wmn = params->notifier;
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ARegion *region = params->region;
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switch (wmn->category) {
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case NC_ASSET:
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if (wmn->data == ND_ASSET_LIST_READING) {
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ED_region_tag_refresh_ui(region);
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}
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break;
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}
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}
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struct LibraryAsset {
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AssetLibraryReference library_ref;
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AssetRepresentation &asset;
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};
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struct AssetItemTree {
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asset_system::AssetCatalogTree catalogs;
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MultiValueMap<asset_system::AssetCatalogPath, LibraryAsset> assets_per_path;
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Map<const asset_system::AssetCatalogTreeItem *, asset_system::AssetCatalogPath>
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full_catalog_per_tree_item;
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};
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static AssetLibraryReference all_library_reference()
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{
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AssetLibraryReference all_library_ref{};
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all_library_ref.custom_library_index = -1;
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all_library_ref.type = ASSET_LIBRARY_ALL;
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return all_library_ref;
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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 = all_library_reference();
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return ED_assetlist_is_loaded(&all_library_ref);
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}
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static AssetItemTree build_catalog_tree(const bContext &C, const bNodeTree *node_tree)
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{
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if (!node_tree) {
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return {};
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}
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/* Find all the matching node group assets for every catalog path. */
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MultiValueMap<asset_system::AssetCatalogPath, LibraryAsset> assets_per_path;
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AssetFilterSettings type_filter{};
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type_filter.id_types = FILTER_ID_NT;
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const AssetLibraryReference all_library_ref = all_library_reference();
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ED_assetlist_storage_fetch(&all_library_ref, &C);
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ED_assetlist_ensure_previews_job(&all_library_ref, &C);
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asset_system::AssetLibrary *all_library = ED_assetlist_library_get_once_available(
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all_library_ref);
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if (!all_library) {
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return {};
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}
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ED_assetlist_iterate(all_library_ref, [&](AssetHandle asset_handle) {
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if (!ED_asset_filter_matches_asset(&type_filter, &asset_handle)) {
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return true;
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}
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const AssetMetaData &meta_data = *ED_asset_handle_get_metadata(&asset_handle);
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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 true;
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}
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if (BLI_uuid_is_nil(meta_data.catalog_id)) {
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return true;
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}
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const asset_system::AssetCatalog *catalog = all_library->catalog_service->find_catalog(
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meta_data.catalog_id);
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if (catalog == nullptr) {
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return true;
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}
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AssetRepresentation *asset = ED_asset_handle_get_representation(&asset_handle);
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assets_per_path.add(catalog->path, LibraryAsset{all_library_ref, *asset});
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return true;
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});
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/* Build an own tree without any of the catalogs that don't have proper node group assets. */
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asset_system::AssetCatalogTree catalogs_with_node_assets;
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asset_system::AssetCatalogTree &catalog_tree = *all_library->catalog_service->get_catalog_tree();
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catalog_tree.foreach_item([&](asset_system::AssetCatalogTreeItem &item) {
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if (assets_per_path.lookup(item.catalog_path()).is_empty()) {
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return;
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}
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asset_system::AssetCatalog *catalog = all_library->catalog_service->find_catalog(
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item.get_catalog_id());
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if (catalog == nullptr) {
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return;
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}
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catalogs_with_node_assets.insert_item(*catalog);
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});
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/* Build another map storing full asset paths for each tree item, in order to have stable
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* pointers to asset catalog paths to use for context pointers. This is necessary because
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* #asset_system::AssetCatalogTreeItem doesn't store its full path directly. */
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Map<const asset_system::AssetCatalogTreeItem *, asset_system::AssetCatalogPath>
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full_catalog_per_tree_item;
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catalogs_with_node_assets.foreach_item([&](asset_system::AssetCatalogTreeItem &item) {
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full_catalog_per_tree_item.add_new(&item, item.catalog_path());
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});
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return {std::move(catalogs_with_node_assets),
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std::move(assets_per_path),
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std::move(full_catalog_per_tree_item)};
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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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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<LibraryAsset> asset_items = 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 (asset_items.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 LibraryAsset &item : asset_items) {
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uiLayout *col = uiLayoutColumn(layout, false);
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PointerRNA asset_ptr{NULL, &RNA_AssetRepresentation, &item.asset};
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uiLayoutSetContextPointer(col, "asset", &asset_ptr);
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PointerRNA library_ptr{&screen.id,
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&RNA_AssetLibraryReference,
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const_cast<AssetLibraryReference *>(&item.library_ref)};
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uiLayoutSetContextPointer(col, "asset_library_ref", &library_ptr);
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uiItemO(
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col, AS_asset_representation_name_get(&item.asset), ICON_NONE, "NODE_OT_add_group_asset");
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}
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catalog_item->foreach_child([&](asset_system::AssetCatalogTreeItem &child_item) {
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const asset_system::AssetCatalogPath &path = tree.full_catalog_per_tree_item.lookup(
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&child_item);
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PointerRNA path_ptr{
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&screen.id, &RNA_AssetCatalogPath, const_cast<asset_system::AssetCatalogPath *>(&path)};
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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", path.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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const bNodeTree *edit_tree = snode.edittree;
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uiLayout *layout = menu->layout;
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snode.runtime->assets_for_menu = std::make_shared<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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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("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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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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const asset_system::AssetCatalogPath &path = tree.full_catalog_per_tree_item.lookup(&item);
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PointerRNA path_ptr{
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&screen.id, &RNA_AssetCatalogPath, const_cast<asset_system::AssetCatalogPath *>(&path)};
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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", path.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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BLI_strncpy(type.idname, "NODE_MT_node_add_catalog_assets", sizeof(type.idname));
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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 = node_add_menu_assets_listen_fn;
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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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BLI_strncpy(type.idname, "NODE_MT_node_add_root_catalogs", sizeof(type.idname));
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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 = node_add_menu_assets_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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/* Note: This is only necessary because Python can't set an asset catalog path context item. */
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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::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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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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const asset_system::AssetCatalogPath &path = tree.full_catalog_per_tree_item.lookup(item);
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PointerRNA path_ptr{
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&screen.id, &RNA_AssetCatalogPath, const_cast<asset_system::AssetCatalogPath *>(&path)};
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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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