forked from blender/blender
WIP: uv-simple-select #1
@ -23,11 +23,15 @@ struct ID;
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namespace blender::asset_system {
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class AssetLibrary;
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class AssetRepresentation {
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AssetIdentifier identifier_;
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/** Indicate if this is a local or external asset, and as such, which of the union members below
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* should be used. */
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const bool is_local_id_ = false;
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/** Asset library that owns this asset representation. */
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const AssetLibrary *owner_asset_library_;
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struct ExternalAsset {
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std::string name;
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@ -44,10 +48,13 @@ class AssetRepresentation {
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/** Constructs an asset representation for an external ID. The asset will not be editable. */
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AssetRepresentation(AssetIdentifier &&identifier,
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StringRef name,
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std::unique_ptr<AssetMetaData> metadata);
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std::unique_ptr<AssetMetaData> metadata,
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const AssetLibrary &owner_asset_library);
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/** Constructs an asset representation for an ID stored in the current file. This makes the asset
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* local and fully editable. */
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AssetRepresentation(AssetIdentifier &&identifier, ID &id);
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AssetRepresentation(AssetIdentifier &&identifier,
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ID &id,
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const AssetLibrary &owner_asset_library);
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AssetRepresentation(AssetRepresentation &&other);
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/* Non-copyable type. */
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AssetRepresentation(const AssetRepresentation &other) = delete;
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@ -65,6 +72,7 @@ class AssetRepresentation {
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AssetMetaData &get_metadata() const;
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/** Returns if this asset is stored inside this current file, and as such fully editable. */
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bool is_local_id() const;
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const AssetLibrary &owner_asset_library() const;
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};
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} // namespace blender::asset_system
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@ -169,13 +169,14 @@ AssetRepresentation &AssetLibrary::add_external_asset(StringRef relative_asset_p
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std::unique_ptr<AssetMetaData> metadata)
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{
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AssetIdentifier identifier = asset_identifier_from_library(relative_asset_path);
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return asset_storage_->add_external_asset(std::move(identifier), name, std::move(metadata));
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return asset_storage_->add_external_asset(
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std::move(identifier), name, std::move(metadata), *this);
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}
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AssetRepresentation &AssetLibrary::add_local_id_asset(StringRef relative_asset_path, ID &id)
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{
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AssetIdentifier identifier = asset_identifier_from_library(relative_asset_path);
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return asset_storage_->add_local_id_asset(std::move(identifier), id);
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return asset_storage_->add_local_id_asset(std::move(identifier), id, *this);
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}
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bool AssetLibrary::remove_asset(AssetRepresentation &asset)
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@ -17,15 +17,24 @@ namespace blender::asset_system {
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AssetRepresentation::AssetRepresentation(AssetIdentifier &&identifier,
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StringRef name,
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std::unique_ptr<AssetMetaData> metadata)
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: identifier_(identifier), is_local_id_(false), external_asset_()
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std::unique_ptr<AssetMetaData> metadata,
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const AssetLibrary &owner_asset_library)
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: identifier_(identifier),
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is_local_id_(false),
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owner_asset_library_(&owner_asset_library),
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external_asset_()
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{
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external_asset_.name = name;
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external_asset_.metadata_ = std::move(metadata);
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}
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AssetRepresentation::AssetRepresentation(AssetIdentifier &&identifier, ID &id)
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: identifier_(identifier), is_local_id_(true), local_asset_id_(&id)
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AssetRepresentation::AssetRepresentation(AssetIdentifier &&identifier,
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ID &id,
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const AssetLibrary &owner_asset_library)
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: identifier_(identifier),
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is_local_id_(true),
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owner_asset_library_(&owner_asset_library),
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local_asset_id_(&id)
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{
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if (!id.asset_data) {
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throw std::invalid_argument("Passed ID is not an asset");
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@ -75,6 +84,11 @@ bool AssetRepresentation::is_local_id() const
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return is_local_id_;
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}
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const AssetLibrary &AssetRepresentation::owner_asset_library() const
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{
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return *owner_asset_library_;
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}
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} // namespace blender::asset_system
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using namespace blender;
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@ -15,18 +15,21 @@
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namespace blender::asset_system {
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AssetRepresentation &AssetStorage::add_local_id_asset(AssetIdentifier &&identifier, ID &id)
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AssetRepresentation &AssetStorage::add_local_id_asset(AssetIdentifier &&identifier,
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ID &id,
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const AssetLibrary &owner_asset_library)
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{
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return *local_id_assets_.lookup_key_or_add(
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std::make_unique<AssetRepresentation>(std::move(identifier), id));
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std::make_unique<AssetRepresentation>(std::move(identifier), id, owner_asset_library));
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}
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AssetRepresentation &AssetStorage::add_external_asset(AssetIdentifier &&identifier,
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StringRef name,
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std::unique_ptr<AssetMetaData> metadata)
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std::unique_ptr<AssetMetaData> metadata,
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const AssetLibrary &owner_asset_library)
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{
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return *external_assets_.lookup_key_or_add(
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std::make_unique<AssetRepresentation>(std::move(identifier), name, std::move(metadata)));
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return *external_assets_.lookup_key_or_add(std::make_unique<AssetRepresentation>(
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std::move(identifier), name, std::move(metadata), owner_asset_library));
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}
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bool AssetStorage::remove_asset(AssetRepresentation &asset)
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@ -35,9 +35,12 @@ class AssetStorage {
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/** See #AssetLibrary::add_external_asset(). */
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AssetRepresentation &add_external_asset(AssetIdentifier &&identifier,
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StringRef name,
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std::unique_ptr<AssetMetaData> metadata);
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std::unique_ptr<AssetMetaData> metadata,
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const AssetLibrary &owner_asset_library);
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/** See #AssetLibrary::add_external_asset(). */
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AssetRepresentation &add_local_id_asset(AssetIdentifier &&identifier, ID &id);
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AssetRepresentation &add_local_id_asset(AssetIdentifier &&identifier,
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ID &id,
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const AssetLibrary &owner_asset_library);
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/** See #AssetLibrary::remove_asset(). */
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bool remove_asset(AssetRepresentation &asset);
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