Files
test2/source/blender/blenkernel/BKE_asset.h
Sybren A. Stüvel 42fe8de6f9 Assets: allow copying asset data from one ID to another
Asset data can now be copied in Python via assignment to
`id.asset_data`, so for example `dest.asset_data = source.asset_data`.
This copies the description, license, author, etc. fields, as well as
the tags and the asset catalog assignment.

This is intended to be used in the pose library, when updating a pose by
simply creating a new asset and having that replace the old one.

This is intentionally taking a copy, even though the above use case
could have sufficed with a higher-level 'move' function. By exposing
this as a copy, it can be used in a wider range of situations, from
whatever Python code wants to use it. This could include copying the
asset data from the active asset to all the other selected ones.

Any pre-existing asset data is freed before the copy is assigned. The
target ID MUST be marked as asset already for the assignment to work.
Assigning `None` to clear the asset status is not allowed. Instead
`.asset_mark()` resp. `.asset_clear()` should be used. This limitation
is in place to simplify the API, and to ensure that there is only one
way in which assets are marked/cleared, making it easier to change the
internals of the asset system without API changes.

Example code:

```python
src = bpy.data.objects['Suzanne']
dst = bpy.data.objects['Cube']

dst.asset_mark()
dst.asset_data = src.asset_data
```

Pull Request: https://projects.blender.org/blender/blender/pulls/108547
2023-06-08 10:11:41 +02:00

91 lines
3.2 KiB
C

/* SPDX-FileCopyrightText: 2023 Blender Foundation
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup bke
*/
#pragma once
#include "BLI_compiler_attrs.h"
#include "BLI_utildefines.h"
#include "DNA_asset_types.h"
#ifdef __cplusplus
extern "C" {
#endif
struct AssetLibraryReference;
struct AssetMetaData;
struct BlendDataReader;
struct BlendWriter;
struct ID;
struct IDProperty;
struct PreviewImage;
typedef void (*PreSaveFn)(void *asset_ptr, struct AssetMetaData *asset_data);
typedef struct AssetTypeInfo {
/**
* For local assets (assets in the current .blend file), a callback to execute before the file is
* saved.
*/
PreSaveFn pre_save_fn;
} AssetTypeInfo;
struct AssetMetaData *BKE_asset_metadata_create(void);
void BKE_asset_metadata_free(struct AssetMetaData **asset_data);
/**
* Create a copy of the #AssetMetaData so that it can be assigned to another asset.
*
* The caller becomes the owner of the returned pointer.
*/
struct AssetMetaData *BKE_asset_metadata_copy(const struct AssetMetaData *source);
struct AssetTagEnsureResult {
struct AssetTag *tag;
/* Set to false if a tag of this name was already present. */
bool is_new;
};
struct AssetTag *BKE_asset_metadata_tag_add(struct AssetMetaData *asset_data, const char *name)
ATTR_NONNULL(1, 2);
/**
* Make sure there is a tag with name \a name, create one if needed.
*/
struct AssetTagEnsureResult BKE_asset_metadata_tag_ensure(struct AssetMetaData *asset_data,
const char *name);
void BKE_asset_metadata_tag_remove(struct AssetMetaData *asset_data, struct AssetTag *tag);
/** Clean up the catalog ID (white-spaces removed, length reduced, etc.) and assign it. */
void BKE_asset_metadata_catalog_id_clear(struct AssetMetaData *asset_data);
void BKE_asset_metadata_catalog_id_set(struct AssetMetaData *asset_data,
bUUID catalog_id,
const char *catalog_simple_name);
void BKE_asset_library_reference_init_default(struct AssetLibraryReference *library_ref);
void BKE_asset_metadata_idprop_ensure(struct AssetMetaData *asset_data, struct IDProperty *prop);
struct IDProperty *BKE_asset_metadata_idprop_find(const struct AssetMetaData *asset_data,
const char *name) ATTR_WARN_UNUSED_RESULT;
struct PreviewImage *BKE_asset_metadata_preview_get_from_id(const struct AssetMetaData *asset_data,
const struct ID *owner_id);
void BKE_asset_metadata_write(struct BlendWriter *writer, struct AssetMetaData *asset_data);
void BKE_asset_metadata_read(struct BlendDataReader *reader, struct AssetMetaData *asset_data);
/** Frees the weak reference and its data, and nulls the given pointer. */
void BKE_asset_weak_reference_free(AssetWeakReference **weak_ref);
AssetWeakReference *BKE_asset_weak_reference_copy(AssetWeakReference *weak_ref);
void BKE_asset_weak_reference_write(struct BlendWriter *writer,
const AssetWeakReference *weak_ref);
void BKE_asset_weak_reference_read(struct BlendDataReader *reader, AssetWeakReference *weak_ref);
#ifdef __cplusplus
}
#endif