Files
test2/source/blender/blenkernel/BKE_asset.h
Julian Eisel d90795bc3c Asset System: New "weak" asset reference for storing in .blend files
No user visible changes expected.

For brush assets, we need a way to store a reference to a brush in .blend files, so that the last active brush can be restored from the file. See #101908. It seems like a generally useful thing to have.

Adds a new DNA struct to store a "weak" asset reference, that is, a reference that can break under a number of circumstances, but should work reliably enough under normal usage. There's no way to reliably reference an asset currently, so this works on a "best effort" basis. It can break when assets are moved inside the asset library, asset libraries are unregistered from the Preferences, or a file is opened on a different machine with different Preferences, for example. It can also break currently if an asset library is renamed.
It contains:
- Information to identify the asset library the asset can be found in.
- A relative "identifier" (currently a relative path) for the asset within the asset library.

There's further code to resolve a weak reference to file paths and Blender library paths.

Part of #101908.

Co-authored-by: Bastien Montagne <bastien@blender.org>

Pull Request: https://projects.blender.org/blender/blender/pulls/105603
2023-03-30 12:25:42 +02:00

81 lines
2.9 KiB
C

/* 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);
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);
/**
* 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