Files
test2/source/blender/asset_system/intern/asset_library.cc
Campbell Barton 5fbcb4c27e Cleanup: remove spaces from commented arguments
Also use local enums for `MA_BM_*` in versioning code.
2023-09-22 12:21:18 +10:00

380 lines
11 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup asset_system
*/
#include <memory>
#include "AS_asset_catalog_tree.hh"
#include "AS_asset_identifier.hh"
#include "AS_asset_library.h"
#include "AS_asset_library.hh"
#include "AS_asset_representation.hh"
#include "BKE_main.h"
#include "BKE_preferences.h"
#include "BLI_fileops.h"
#include "BLI_listbase.h"
#include "BLI_path_util.h"
#include "BLI_string.h"
#include "DNA_userdef_types.h"
#include "asset_library_service.hh"
#include "asset_storage.hh"
#include "utils.hh"
using namespace blender;
using namespace blender::asset_system;
bool asset_system::AssetLibrary::save_catalogs_when_file_is_saved = true;
void AS_asset_libraries_exit()
{
/* NOTE: Can probably removed once #WITH_DESTROY_VIA_LOAD_HANDLER gets enabled by default. */
AssetLibraryService::destroy();
}
asset_system::AssetLibrary *AS_asset_library_load(const Main *bmain,
const AssetLibraryReference &library_reference)
{
AssetLibraryService *service = AssetLibraryService::get();
return service->get_asset_library(bmain, library_reference);
}
::AssetLibrary *AS_asset_library_load(const char *name, const char *library_dirpath)
{
/* NOTE: Loading an asset library at this point only means loading the catalogs.
* Later on this should invoke reading of asset representations too. */
AssetLibraryService *service = AssetLibraryService::get();
asset_system::AssetLibrary *lib;
if (library_dirpath == nullptr || library_dirpath[0] == '\0') {
lib = service->get_asset_library_current_file();
}
else {
lib = service->get_asset_library_on_disk_custom(name, library_dirpath);
}
return reinterpret_cast<::AssetLibrary *>(lib);
}
bool AS_asset_library_has_any_unsaved_catalogs()
{
AssetLibraryService *service = AssetLibraryService::get();
return service->has_any_unsaved_catalogs();
}
std::string AS_asset_library_root_path_from_library_ref(
const AssetLibraryReference &library_reference)
{
return AssetLibraryService::root_path_from_library_ref(library_reference);
}
std::string AS_asset_library_find_suitable_root_path_from_path(
const blender::StringRefNull input_path)
{
if (bUserAssetLibrary *preferences_lib = BKE_preferences_asset_library_containing_path(
&U, input_path.c_str()))
{
return preferences_lib->dirpath;
}
char buffer[FILE_MAXDIR];
BLI_path_split_dir_part(input_path.c_str(), buffer, FILE_MAXDIR);
return buffer;
}
std::string AS_asset_library_find_suitable_root_path_from_main(const Main *bmain)
{
return AS_asset_library_find_suitable_root_path_from_path(bmain->filepath);
}
AssetCatalogService *AS_asset_library_get_catalog_service(const ::AssetLibrary *library_c)
{
if (library_c == nullptr) {
return nullptr;
}
const asset_system::AssetLibrary &library = reinterpret_cast<const asset_system::AssetLibrary &>(
*library_c);
return library.catalog_service.get();
}
AssetCatalogTree *AS_asset_library_get_catalog_tree(const ::AssetLibrary *library)
{
AssetCatalogService *catalog_service = AS_asset_library_get_catalog_service(library);
if (catalog_service == nullptr) {
return nullptr;
}
return catalog_service->get_catalog_tree();
}
void AS_asset_library_refresh_catalog_simplename(::AssetLibrary *asset_library,
AssetMetaData *asset_data)
{
asset_system::AssetLibrary *lib = reinterpret_cast<asset_system::AssetLibrary *>(asset_library);
lib->refresh_catalog_simplename(asset_data);
}
void AS_asset_library_remap_ids(const IDRemapper *mappings)
{
AssetLibraryService *service = AssetLibraryService::get();
service->foreach_loaded_asset_library(
[mappings](asset_system::AssetLibrary &library) {
library.remap_ids_and_remove_invalid(*mappings);
},
true);
}
void AS_asset_full_path_explode_from_weak_ref(const AssetWeakReference *asset_reference,
char r_path_buffer[1090 /* FILE_MAX_LIBEXTRA */],
char **r_dir,
char **r_group,
char **r_name)
{
AssetLibraryService *service = AssetLibraryService::get();
std::optional<AssetLibraryService::ExplodedPath> exploded =
service->resolve_asset_weak_reference_to_exploded_path(*asset_reference);
if (!exploded) {
if (r_dir) {
*r_dir = nullptr;
}
if (r_group) {
*r_group = nullptr;
}
if (r_name) {
*r_name = nullptr;
}
r_path_buffer[0] = '\0';
return;
}
BLI_assert(!exploded->group_component.is_empty());
BLI_assert(!exploded->name_component.is_empty());
BLI_strncpy(r_path_buffer, exploded->full_path->c_str(), 1090 /* #FILE_MAX_LIBEXTRA. */);
if (!exploded->dir_component.is_empty()) {
r_path_buffer[exploded->dir_component.size()] = '\0';
r_path_buffer[exploded->dir_component.size() + 1 + exploded->group_component.size()] = '\0';
if (r_dir) {
*r_dir = r_path_buffer;
}
if (r_group) {
*r_group = r_path_buffer + exploded->dir_component.size() + 1;
}
if (r_name) {
*r_name = r_path_buffer + exploded->dir_component.size() + 1 +
exploded->group_component.size() + 1;
}
}
else {
r_path_buffer[exploded->group_component.size()] = '\0';
if (r_dir) {
*r_dir = nullptr;
}
if (r_group) {
*r_group = r_path_buffer;
}
if (r_name) {
*r_name = r_path_buffer + exploded->group_component.size() + 1;
}
}
}
namespace blender::asset_system {
AssetLibrary::AssetLibrary(eAssetLibraryType library_type, StringRef name, StringRef root_path)
: library_type_(library_type),
name_(name),
root_path_(std::make_shared<std::string>(utils::normalize_directory_path(root_path))),
asset_storage_(std::make_unique<AssetStorage>()),
catalog_service(std::make_unique<AssetCatalogService>())
{
}
AssetLibrary::~AssetLibrary()
{
if (on_save_callback_store_.func) {
on_blend_save_handler_unregister();
}
}
void AssetLibrary::foreach_loaded(FunctionRef<void(AssetLibrary &)> fn,
const bool include_all_library)
{
AssetLibraryService *service = AssetLibraryService::get();
service->foreach_loaded_asset_library(fn, include_all_library);
}
void AssetLibrary::load_catalogs()
{
auto catalog_service = std::make_unique<AssetCatalogService>(root_path());
catalog_service->load_from_disk();
this->catalog_service = std::move(catalog_service);
}
void AssetLibrary::refresh()
{
if (on_refresh_) {
on_refresh_(*this);
}
}
AssetRepresentation &AssetLibrary::add_external_asset(StringRef relative_asset_path,
StringRef name,
const int id_type,
std::unique_ptr<AssetMetaData> metadata)
{
AssetIdentifier identifier = asset_identifier_from_library(relative_asset_path);
return asset_storage_->add_external_asset(
std::move(identifier), name, id_type, std::move(metadata), *this);
}
AssetRepresentation &AssetLibrary::add_local_id_asset(StringRef relative_asset_path, ID &id)
{
AssetIdentifier identifier = asset_identifier_from_library(relative_asset_path);
return asset_storage_->add_local_id_asset(std::move(identifier), id, *this);
}
bool AssetLibrary::remove_asset(AssetRepresentation &asset)
{
return asset_storage_->remove_asset(asset);
}
void AssetLibrary::remap_ids_and_remove_invalid(const IDRemapper &mappings)
{
asset_storage_->remap_ids_and_remove_invalid(mappings);
}
namespace {
void asset_library_on_save_post(Main *main,
PointerRNA **pointers,
const int num_pointers,
void *arg)
{
AssetLibrary *asset_lib = static_cast<AssetLibrary *>(arg);
asset_lib->on_blend_save_post(main, pointers, num_pointers);
}
} // namespace
void AssetLibrary::on_blend_save_handler_register()
{
/* The callback system doesn't own `on_save_callback_store_`. */
on_save_callback_store_.alloc = false;
on_save_callback_store_.func = asset_library_on_save_post;
on_save_callback_store_.arg = this;
BKE_callback_add(&on_save_callback_store_, BKE_CB_EVT_SAVE_POST);
}
void AssetLibrary::on_blend_save_handler_unregister()
{
BKE_callback_remove(&on_save_callback_store_, BKE_CB_EVT_SAVE_POST);
on_save_callback_store_.func = nullptr;
on_save_callback_store_.arg = nullptr;
}
void AssetLibrary::on_blend_save_post(Main *main,
PointerRNA ** /*pointers*/,
const int /*num_pointers*/)
{
if (this->catalog_service == nullptr) {
return;
}
if (save_catalogs_when_file_is_saved) {
this->catalog_service->write_to_disk(main->filepath);
}
}
AssetIdentifier AssetLibrary::asset_identifier_from_library(StringRef relative_asset_path)
{
return AssetIdentifier(root_path_, relative_asset_path);
}
std::string AssetLibrary::resolve_asset_weak_reference_to_full_path(
const AssetWeakReference &asset_reference)
{
AssetLibraryService *service = AssetLibraryService::get();
return service->resolve_asset_weak_reference_to_full_path(asset_reference);
}
void AssetLibrary::refresh_catalog_simplename(AssetMetaData *asset_data)
{
if (BLI_uuid_is_nil(asset_data->catalog_id)) {
asset_data->catalog_simple_name[0] = '\0';
return;
}
const AssetCatalog *catalog = this->catalog_service->find_catalog(asset_data->catalog_id);
if (catalog == nullptr) {
/* No-op if the catalog cannot be found. This could be the kind of "the catalog definition file
* is corrupt/lost" scenario that the simple name is meant to help recover from. */
return;
}
STRNCPY(asset_data->catalog_simple_name, catalog->simple_name.c_str());
}
eAssetLibraryType AssetLibrary::library_type() const
{
return library_type_;
}
StringRefNull AssetLibrary::name() const
{
return name_;
}
StringRefNull AssetLibrary::root_path() const
{
return *root_path_;
}
Vector<AssetLibraryReference> all_valid_asset_library_refs()
{
Vector<AssetLibraryReference> result;
{
AssetLibraryReference library_ref{};
library_ref.custom_library_index = -1;
library_ref.type = ASSET_LIBRARY_ESSENTIALS;
result.append(library_ref);
}
int i;
LISTBASE_FOREACH_INDEX (const bUserAssetLibrary *, asset_library, &U.asset_libraries, i) {
if (!BLI_is_dir(asset_library->dirpath)) {
continue;
}
AssetLibraryReference library_ref{};
library_ref.custom_library_index = i;
library_ref.type = ASSET_LIBRARY_CUSTOM;
result.append(library_ref);
}
AssetLibraryReference library_ref{};
library_ref.custom_library_index = -1;
library_ref.type = ASSET_LIBRARY_LOCAL;
result.append(library_ref);
return result;
}
AssetLibraryReference all_library_reference()
{
AssetLibraryReference all_library_ref{};
all_library_ref.custom_library_index = -1;
all_library_ref.type = ASSET_LIBRARY_ALL;
return all_library_ref;
}
} // namespace blender::asset_system