Move `Library.runtime` to be a pointer, move the related `LibraryRuntime` struct to `BKE_library.hh`. Similar to e.g. Mesh.runtime, that pointer is expected to always be valid, and is allocated at readtime or when creating a new Library ID. Related smaller changes: * Write code now uses standard ID writing codepath for Library IDs too. * Runtime pointer is reset to nullptr before writing. * Looking up a library by its absolute path is now handled through a dedicated utils, `search_filepath_abs`, instead of using `BLI_findstring`. Pull Request: https://projects.blender.org/blender/blender/pulls/134188
87 lines
2.7 KiB
C++
87 lines
2.7 KiB
C++
/* SPDX-FileCopyrightText: 2001-2002 NaN Holding BV. All rights reserved.
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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/** \file
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* \ingroup bke
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*
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* API to manage `Library` data-blocks.
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*/
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#include "BLI_string_ref.hh"
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struct FileData;
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struct Library;
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struct ListBase;
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struct Main;
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struct UniqueName_Map;
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namespace blender::bke::library {
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struct LibraryRuntime {
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/* Used for efficient calculations of unique names. */
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UniqueName_Map *name_map = nullptr;
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FileData *filedata = nullptr;
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/**
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* Run-time only, absolute file-path (set on read).
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* This is only for convenience, `filepath` is the real path
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* used on file read but in some cases its useful to access the absolute one.
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*
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* Use #BKE_library_filepath_set() rather than setting `filepath`
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* directly and it will be kept in sync - campbell
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*/
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char filepath_abs[1024] = "";
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/** Set for indirectly linked libraries, used in the outliner and while reading. */
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Library *parent = nullptr;
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/** #eLibrary_Tag. */
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ushort tag = 0;
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/** Temp data needed by read/write code, and lib-override recursive re-synchronized. */
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int temp_index = 0;
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/** See BLENDER_FILE_VERSION, BLENDER_FILE_SUBVERSION, needed for do_versions. */
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short versionfile = 0;
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short subversionfile = 0;
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};
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/**
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* Search for given absolute filepath in all libraries in given #ListBase.
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*/
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Library *search_filepath_abs(ListBase *libraries, blender::StringRef filepath_abs);
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}; // namespace blender::bke::library
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/** #LibraryRuntime.tag */
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enum eLibrary_Tag {
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/** Automatic recursive re-synchronize was needed when linking/loading data from that library. */
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LIBRARY_TAG_RESYNC_REQUIRED = 1 << 0,
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/**
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* Data-blocks from this library are editable in the UI despite being linked.
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* Used for asset that can be temporarily or permanently edited.
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* Currently all data-blocks from this library will be edited. In the future this
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* may need to become per data-block to handle cases where a library is both used
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* for editable assets and linked into the blend file for other reasons.
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*/
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LIBRARY_ASSET_EDITABLE = 1 << 1,
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/** The blend file of this library is writable for asset editing. */
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LIBRARY_ASSET_FILE_WRITABLE = 1 << 2,
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/**
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* The blend file of this library has the #G_FILE_ASSET_EDIT_FILE flag set (refer to it for more
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* info).
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*/
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LIBRARY_IS_ASSET_EDIT_FILE = 1 << 3,
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};
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void BKE_library_filepath_set(Main *bmain, Library *lib, const char *filepath);
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/**
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* Rebuild the hierarchy of libraries, after e.g. deleting or relocating one, often some indirectly
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* linked libraries lose their 'parent' pointer, making them wrongly directly used ones.
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*/
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void BKE_library_main_rebuild_hierarchy(Main *bmain);
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