main sync #3

Merged
Patrick Busch merged 318 commits from blender/blender:main into main 2023-03-17 15:52:21 +01:00
24 changed files with 386 additions and 135 deletions
Showing only changes of commit a958ae36e8 - Show all commits

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@ -21,6 +21,8 @@ const char *AS_asset_representation_name_get(const AssetRepresentation *asset)
ATTR_WARN_UNUSED_RESULT;
AssetMetaData *AS_asset_representation_metadata_get(const AssetRepresentation *asset)
ATTR_WARN_UNUSED_RESULT;
struct ID *AS_asset_representation_local_id_get(const AssetRepresentation *asset)
ATTR_WARN_UNUSED_RESULT;
bool AS_asset_representation_is_local_id(const AssetRepresentation *asset) ATTR_WARN_UNUSED_RESULT;
bool AS_asset_representation_is_never_link(const AssetRepresentation *asset)
ATTR_WARN_UNUSED_RESULT;

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@ -82,6 +82,9 @@ class AssetRepresentation {
* #get_import_method(). Also returns true if there is no predefined import method
* (when #get_import_method() returns no value). */
bool may_override_import_method() const;
/** If this asset is stored inside this current file (#is_local_id() is true), this returns the
* ID's pointer, otherwise null. */
ID *local_id() const;
/** Returns if this asset is stored inside this current file, and as such fully editable. */
bool is_local_id() const;
const AssetLibrary &owner_asset_library() const;

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@ -97,6 +97,11 @@ bool AssetRepresentation::may_override_import_method() const
return owner_asset_library_->may_override_import_method_;
}
ID *AssetRepresentation::local_id() const
{
return is_local_id_ ? local_asset_id_ : nullptr;
}
bool AssetRepresentation::is_local_id() const
{
return is_local_id_;
@ -159,6 +164,13 @@ AssetMetaData *AS_asset_representation_metadata_get(const AssetRepresentation *a
return &asset->get_metadata();
}
ID *AS_asset_representation_local_id_get(const AssetRepresentation *asset_handle)
{
const asset_system::AssetRepresentation *asset =
reinterpret_cast<const asset_system::AssetRepresentation *>(asset_handle);
return asset->local_id();
}
bool AS_asset_representation_is_local_id(const AssetRepresentation *asset_handle)
{
const asset_system::AssetRepresentation *asset =

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@ -381,6 +381,8 @@ bool CTX_data_editable_gpencil_strokes(const bContext *C, ListBase *list);
const struct AssetLibraryReference *CTX_wm_asset_library_ref(const bContext *C);
struct AssetHandle CTX_wm_asset_handle(const bContext *C, bool *r_is_valid);
struct AssetRepresentation *CTX_wm_asset(const bContext *C);
bool CTX_wm_interface_locked(const bContext *C);
/**

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@ -1493,6 +1493,11 @@ AssetHandle CTX_wm_asset_handle(const bContext *C, bool *r_is_valid)
return AssetHandle{nullptr};
}
AssetRepresentation *CTX_wm_asset(const bContext *C)
{
return static_cast<AssetRepresentation *>(ctx_data_pointer_get(C, "asset"));
}
Depsgraph *CTX_data_depsgraph_pointer(const bContext *C)
{
Main *bmain = CTX_data_main(C);

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@ -24,6 +24,7 @@ set(SRC
intern/asset_catalog.cc
intern/asset_filter.cc
intern/asset_handle.cc
intern/asset_import.cc
intern/asset_indexer.cc
intern/asset_library_reference.cc
intern/asset_library_reference_enum.cc
@ -37,6 +38,7 @@ set(SRC
ED_asset_catalog.hh
ED_asset_filter.h
ED_asset_handle.h
ED_asset_import.h
ED_asset_indexer.h
ED_asset_library.h
ED_asset_list.h

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@ -21,6 +21,7 @@ extern "C" {
struct AssetHandle;
struct AssetRepresentation *ED_asset_handle_get_representation(const struct AssetHandle *asset);
const char *ED_asset_handle_get_name(const struct AssetHandle *asset);
struct AssetMetaData *ED_asset_handle_get_metadata(const struct AssetHandle *asset);
struct ID *ED_asset_handle_get_local_id(const struct AssetHandle *asset);
@ -45,11 +46,4 @@ void ED_asset_handle_get_full_library_path(
std::optional<eAssetImportMethod> ED_asset_handle_get_import_method(
const struct AssetHandle *asset);
namespace blender::ed::asset {
/** If the ID already exists in the database, return it, otherwise add it. */
ID *get_local_id_from_asset_or_append_and_reuse(Main &bmain, AssetHandle asset);
} // namespace blender::ed::asset
#endif

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@ -0,0 +1,23 @@
/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup edasset
*/
#pragma once
#include "DNA_ID_enums.h"
struct AssetRepresentation;
struct Main;
#ifdef __cplusplus
extern "C" {
#endif
struct ID *ED_asset_get_local_id_from_asset_or_append_and_reuse(
struct Main *bmain, const struct AssetRepresentation *asset_c_ptr, ID_Type idtype);
#ifdef __cplusplus
}
#endif

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@ -6,11 +6,12 @@
#pragma once
#include "DNA_asset_types.h"
#ifdef __cplusplus
extern "C" {
#endif
struct AssetHandle;
struct AssetLibraryReference;
struct ID;
struct bContext;
@ -49,6 +50,9 @@ void ED_assetlist_storage_id_remap(struct ID *id_old, struct ID *id_new);
*/
void ED_assetlist_storage_exit(void);
AssetHandle ED_assetlist_asset_get_by_index(const AssetLibraryReference *library_reference,
int asset_index);
struct ImBuf *ED_assetlist_asset_image_get(const AssetHandle *asset_handle);
/**

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@ -30,4 +30,8 @@ blender::asset_system::AssetLibrary *ED_assetlist_library_get_once_available(
/* Can return false to stop iterating. */
using AssetListIterFn = blender::FunctionRef<bool(AssetHandle)>;
/**
* \warning Never keep the asset handle passed to \a fn outside of \a fn's scope. While iterating,
* the file data wrapped by the asset handle can be freed, since the file cache has a maximum size.
*/
void ED_assetlist_iterate(const AssetLibraryReference &library_reference, AssetListIterFn fn);

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@ -9,13 +9,16 @@
#include "AS_asset_representation.h"
#include "AS_asset_representation.hh"
#include "DNA_space_types.h"
#include "BLI_string.h"
#include "BLO_readfile.h"
#include "DNA_space_types.h"
#include "ED_asset_handle.h"
#include "WM_api.h"
AssetRepresentation *ED_asset_handle_get_representation(const AssetHandle *asset)
{
return asset->file_data->asset;
}
const char *ED_asset_handle_get_name(const AssetHandle *asset)
{
@ -53,36 +56,11 @@ void ED_asset_handle_get_full_library_path(const AssetHandle *asset_handle,
{
*r_full_lib_path = '\0';
std::string asset_path = AS_asset_representation_full_path_get(asset_handle->file_data->asset);
if (asset_path.empty()) {
std::string library_path = AS_asset_representation_full_library_path_get(
asset_handle->file_data->asset);
if (library_path.empty()) {
return;
}
BLO_library_path_explode(asset_path.c_str(), r_full_lib_path, nullptr, nullptr);
BLI_strncpy(r_full_lib_path, library_path.c_str(), FILE_MAX);
}
namespace blender::ed::asset {
ID *get_local_id_from_asset_or_append_and_reuse(Main &bmain, const AssetHandle asset)
{
if (ID *local_id = ED_asset_handle_get_local_id(&asset)) {
return local_id;
}
char blend_path[FILE_MAX_LIBEXTRA];
ED_asset_handle_get_full_library_path(&asset, blend_path);
const char *id_name = ED_asset_handle_get_name(&asset);
return WM_file_append_datablock(&bmain,
nullptr,
nullptr,
nullptr,
blend_path,
ED_asset_handle_get_id_type(&asset),
id_name,
BLO_LIBLINK_APPEND_RECURSIVE |
BLO_LIBLINK_APPEND_ASSET_DATA_CLEAR |
BLO_LIBLINK_APPEND_LOCAL_ID_REUSE);
}
} // namespace blender::ed::asset

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@ -0,0 +1,44 @@
/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup edasset
*/
#include "AS_asset_representation.h"
#include "AS_asset_representation.hh"
#include "BLO_readfile.h"
#include "WM_api.h"
#include "ED_asset_import.h"
using namespace blender;
ID *ED_asset_get_local_id_from_asset_or_append_and_reuse(Main *bmain,
const AssetRepresentation *asset_c_ptr,
ID_Type idtype)
{
const asset_system::AssetRepresentation &asset =
*reinterpret_cast<const asset_system::AssetRepresentation *>(asset_c_ptr);
if (ID *local_id = asset.local_id()) {
return local_id;
}
std::string blend_path = asset.get_identifier().full_library_path();
if (blend_path.empty()) {
return nullptr;
}
return WM_file_append_datablock(bmain,
nullptr,
nullptr,
nullptr,
blend_path.c_str(),
idtype,
asset.get_name().c_str(),
BLO_LIBLINK_APPEND_RECURSIVE |
BLO_LIBLINK_APPEND_ASSET_DATA_CLEAR |
BLO_LIBLINK_APPEND_LOCAL_ID_REUSE);
}

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@ -112,6 +112,8 @@ class AssetList : NonCopyable {
void ensurePreviewsJob(const bContext *C);
void clear(bContext *C);
AssetHandle asset_get_by_index(int index) const;
bool needsRefetch() const;
bool isLoaded() const;
asset_system::AssetLibrary *asset_library() const;
@ -139,7 +141,7 @@ void AssetList::setup()
filelist_setlibrary(files, &library_ref_);
filelist_setfilter_options(
files,
false,
true,
true,
true, /* Just always hide parent, prefer to not add an extra user option for this. */
FILE_TYPE_BLENDERLIB,
@ -246,6 +248,11 @@ void AssetList::clear(bContext *C)
WM_main_add_notifier(NC_ASSET | ND_ASSET_LIST, nullptr);
}
AssetHandle AssetList::asset_get_by_index(int index) const
{
return {filelist_file(filelist_, index)};
}
/**
* \return True if the asset-list needs a UI redraw.
*/
@ -472,6 +479,13 @@ asset_system::AssetLibrary *ED_assetlist_library_get_once_available(
return list->asset_library();
}
AssetHandle ED_assetlist_asset_get_by_index(const AssetLibraryReference *library_reference,
int asset_index)
{
const AssetList *list = AssetListStorage::lookup_list(*library_reference);
return list->asset_get_by_index(asset_index);
}
ImBuf *ED_assetlist_asset_image_get(const AssetHandle *asset_handle)
{
ImBuf *imbuf = filelist_file_getimage(asset_handle->file_data);

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@ -8,9 +8,15 @@
*/
#include <new>
#include <string>
#include "AS_asset_representation.h"
#include "AS_asset_representation.hh"
#include "DNA_space_types.h"
#include "ED_asset.h"
#include "BKE_report.h"
#include "BLI_utility_mixins.hh"
@ -19,17 +25,16 @@
#include "MEM_guardedalloc.h"
#include "ED_asset_handle.h"
#include "ED_asset_temp_id_consumer.h"
using namespace blender;
class AssetTemporaryIDConsumer : NonCopyable, NonMovable {
const AssetHandle &handle_;
const AssetRepresentation *asset_;
TempLibraryContext *temp_lib_context_ = nullptr;
public:
AssetTemporaryIDConsumer(const AssetHandle &handle) : handle_(handle)
AssetTemporaryIDConsumer(const AssetRepresentation *asset) : asset_(asset)
{
}
~AssetTemporaryIDConsumer()
@ -41,20 +46,20 @@ class AssetTemporaryIDConsumer : NonCopyable, NonMovable {
ID *get_local_id()
{
return ED_asset_handle_get_local_id(&handle_);
return AS_asset_representation_local_id_get(asset_);
}
ID *import_id(ID_Type id_type, Main &bmain, ReportList &reports)
{
const char *asset_name = ED_asset_handle_get_name(&handle_);
char blend_file_path[FILE_MAX_LIBEXTRA];
ED_asset_handle_get_full_library_path(&handle_, blend_file_path);
const char *asset_name = AS_asset_representation_name_get(asset_);
std::string blend_file_path = AS_asset_representation_full_library_path_get(asset_);
temp_lib_context_ = BLO_library_temp_load_id(
&bmain, blend_file_path, id_type, asset_name, &reports);
&bmain, blend_file_path.c_str(), id_type, asset_name, &reports);
if (temp_lib_context_ == nullptr || temp_lib_context_->temp_id == nullptr) {
BKE_reportf(&reports, RPT_ERROR, "Unable to load %s from %s", asset_name, blend_file_path);
BKE_reportf(
&reports, RPT_ERROR, "Unable to load %s from %s", asset_name, blend_file_path.c_str());
return nullptr;
}
@ -70,7 +75,7 @@ AssetTempIDConsumer *ED_asset_temp_id_consumer_create(const AssetHandle *handle)
}
BLI_assert(handle->file_data->asset != nullptr);
return reinterpret_cast<AssetTempIDConsumer *>(
MEM_new<AssetTemporaryIDConsumer>(__func__, *handle));
MEM_new<AssetTemporaryIDConsumer>(__func__, ED_asset_handle_get_representation(handle)));
}
void ED_asset_temp_id_consumer_free(AssetTempIDConsumer **consumer)

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@ -25,6 +25,7 @@ void ED_operatortypes_asset(void);
#include "../asset/ED_asset_catalog.h"
#include "../asset/ED_asset_filter.h"
#include "../asset/ED_asset_handle.h"
#include "../asset/ED_asset_import.h"
#include "../asset/ED_asset_library.h"
#include "../asset/ED_asset_list.h"
#include "../asset/ED_asset_mark_clear.h"

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@ -8,6 +8,7 @@
#include <memory>
#include "BLI_function_ref.hh"
#include "BLI_string_ref.hh"
#include "BLI_vector.hh"
@ -17,8 +18,10 @@ namespace blender::nodes::geo_eval_log {
struct GeometryAttributeInfo;
}
struct PointerRNA;
struct StructRNA;
struct uiBlock;
struct uiList;
struct uiSearchItems;
namespace blender::ui {
@ -53,6 +56,60 @@ void attribute_search_add_items(StringRefNull str,
} // namespace blender::ui
enum eUIListFilterResult {
/** Never show this item, even when filter results are inverted (#UILST_FLT_EXCLUDE). */
UI_LIST_ITEM_NEVER_SHOW,
/** Show this item, unless filter results are inverted (#UILST_FLT_EXCLUDE). */
UI_LIST_ITEM_FILTER_MATCHES,
/** Don't show this item, unless filter results are inverted (#UILST_FLT_EXCLUDE). */
UI_LIST_ITEM_FILTER_MISMATCHES,
};
/**
* Function object for UI list item filtering that does the default name comparison with '*'
* wildcards. Create an instance of this once and pass it to #UI_list_filter_and_sort_items(), do
* NOT create an instance for every item, this would be costly.
*/
class uiListNameFilter {
/* Storage with an inline buffer for smaller strings (small buffer optimization). */
struct {
char filter_buff[32];
char *filter_dyn = nullptr;
} storage_;
char *filter_ = nullptr;
public:
uiListNameFilter(uiList &list);
~uiListNameFilter();
eUIListFilterResult operator()(const PointerRNA &itemptr,
blender::StringRefNull name,
int index);
};
using uiListItemFilterFn = blender::FunctionRef<eUIListFilterResult(
const PointerRNA &itemptr, blender::StringRefNull name, int index)>;
using uiListItemGetNameFn =
blender::FunctionRef<std::string(const PointerRNA &itemptr, int index)>;
/**
* Filter list items using \a item_filter_fn and sort the result. This respects the normal UI list
* filter settings like alphabetical sorting (#UILST_FLT_SORT_ALPHA), and result inverting
* (#UILST_FLT_EXCLUDE).
*
* Call this from a #uiListType::filter_items callback with any #item_filter_fn. #uiListNameFilter
* can be used to apply the default name based filtering.
*
* \param get_name_fn: In some cases the name cannot be retrieved via RNA. This function can be set
* to provide the name still.
*/
void UI_list_filter_and_sort_items(uiList *ui_list,
const struct bContext *C,
uiListItemFilterFn item_filter_fn,
PointerRNA *dataptr,
const char *propname,
uiListItemGetNameFn get_name_fn = nullptr);
/**
* Override this for all available view types.
*/

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@ -24,6 +24,7 @@
#include "RNA_prototypes.h"
#include "UI_interface.h"
#include "UI_interface.hh"
#include "WM_api.h"
#include "WM_types.h"
@ -32,6 +33,7 @@
struct AssetViewListData {
AssetLibraryReference asset_library_ref;
AssetFilterSettings filter_settings;
bScreen *screen;
bool show_names;
};
@ -45,8 +47,6 @@ static void asset_view_item_but_drag_set(uiBut *but, AssetHandle *asset_handle)
}
char blend_path[FILE_MAX_LIBEXTRA];
/* Context can be null here, it's only needed for a File Browser specific hack that should go
* away before too long. */
ED_asset_handle_get_full_library_path(asset_handle, blend_path);
const eAssetImportMethod import_method =
@ -68,19 +68,23 @@ static void asset_view_draw_item(uiList *ui_list,
const bContext * /*C*/,
uiLayout *layout,
PointerRNA * /*dataptr*/,
PointerRNA *itemptr,
PointerRNA * /*itemptr*/,
int /*icon*/,
PointerRNA * /*active_dataptr*/,
const char * /*active_propname*/,
int /*index*/,
int index,
int /*flt_flag*/)
{
AssetViewListData *list_data = (AssetViewListData *)ui_list->dyn_data->customdata;
BLI_assert(RNA_struct_is_a(itemptr->type, &RNA_AssetHandle));
AssetHandle *asset_handle = (AssetHandle *)itemptr->data;
AssetHandle asset_handle = ED_assetlist_asset_get_by_index(&list_data->asset_library_ref, index);
uiLayoutSetContextPointer(layout, "asset_handle", itemptr);
PointerRNA file_ptr;
RNA_pointer_create(&list_data->screen->id,
&RNA_FileSelectEntry,
const_cast<FileDirEntry *>(asset_handle.file_data),
&file_ptr);
uiLayoutSetContextPointer(layout, "active_file", &file_ptr);
uiBlock *block = uiLayoutGetBlock(layout);
const bool show_names = list_data->show_names;
@ -90,8 +94,8 @@ static void asset_view_draw_item(uiList *ui_list,
uiBut *but = uiDefIconTextBut(block,
UI_BTYPE_PREVIEW_TILE,
0,
ED_asset_handle_get_preview_icon_id(asset_handle),
show_names ? ED_asset_handle_get_name(asset_handle) : "",
ED_asset_handle_get_preview_icon_id(&asset_handle),
show_names ? ED_asset_handle_get_name(&asset_handle) : "",
0,
0,
size_x,
@ -103,14 +107,43 @@ static void asset_view_draw_item(uiList *ui_list,
0,
"");
ui_def_but_icon(but,
ED_asset_handle_get_preview_icon_id(asset_handle),
ED_asset_handle_get_preview_icon_id(&asset_handle),
/* NOLINTNEXTLINE: bugprone-suspicious-enum-usage */
UI_HAS_ICON | UI_BUT_ICON_PREVIEW);
if (!ui_list->dyn_data->custom_drag_optype) {
asset_view_item_but_drag_set(but, asset_handle);
asset_view_item_but_drag_set(but, &asset_handle);
}
}
static void asset_view_filter_items(uiList *ui_list,
const bContext *C,
PointerRNA *dataptr,
const char *propname)
{
AssetViewListData *list_data = (AssetViewListData *)ui_list->dyn_data->customdata;
AssetFilterSettings &filter_settings = list_data->filter_settings;
uiListNameFilter name_filter(*ui_list);
UI_list_filter_and_sort_items(
ui_list,
C,
[&name_filter, list_data, &filter_settings](
const PointerRNA &itemptr, blender::StringRefNull name, int index) {
AssetHandle asset = ED_assetlist_asset_get_by_index(&list_data->asset_library_ref, index);
if (!ED_asset_filter_matches_asset(&filter_settings, &asset)) {
return UI_LIST_ITEM_NEVER_SHOW;
}
return name_filter(itemptr, name, index);
},
dataptr,
propname,
[list_data](const PointerRNA & /*itemptr*/, int index) -> std::string {
AssetHandle asset = ED_assetlist_asset_get_by_index(&list_data->asset_library_ref, index);
return ED_asset_handle_get_name(&asset);
});
}
static void asset_view_listener(uiList *ui_list, wmRegionListenerParams *params)
{
AssetViewListData *list_data = (AssetViewListData *)ui_list->dyn_data->customdata;
@ -136,16 +169,15 @@ uiListType *UI_UL_asset_view()
BLI_strncpy(list_type->idname, "UI_UL_asset_view", sizeof(list_type->idname));
list_type->draw_item = asset_view_draw_item;
list_type->filter_items = asset_view_filter_items;
list_type->listener = asset_view_listener;
return list_type;
}
static void asset_view_template_refresh_asset_collection(
const AssetLibraryReference &asset_library_ref,
const AssetFilterSettings &filter_settings,
PointerRNA &assets_dataptr,
const char *assets_propname)
static void populate_asset_collection(const AssetLibraryReference &asset_library_ref,
PointerRNA &assets_dataptr,
const char *assets_propname)
{
PropertyRNA *assets_prop = RNA_struct_find_property(&assets_dataptr, assets_propname);
if (!assets_prop) {
@ -164,17 +196,15 @@ static void asset_view_template_refresh_asset_collection(
RNA_property_collection_clear(&assets_dataptr, assets_prop);
ED_assetlist_iterate(asset_library_ref, [&](AssetHandle asset) {
if (!ED_asset_filter_matches_asset(&filter_settings, &asset)) {
/* Don't do anything else, but return true to continue iterating. */
return true;
}
ED_assetlist_iterate(asset_library_ref, [&](AssetHandle /*asset*/) {
/* XXX creating a dummy #RNA_AssetHandle collection item. It's #file_data will be null. This is
* because the #FileDirEntry may be freed while iterating, there's a cache for them with a
* maximum size. Further code will query as needed it using the collection index. */
PointerRNA itemptr, fileptr;
RNA_property_collection_add(&assets_dataptr, assets_prop, &itemptr);
RNA_pointer_create(
nullptr, &RNA_FileSelectEntry, const_cast<FileDirEntry *>(asset.file_data), &fileptr);
RNA_pointer_create(nullptr, &RNA_FileSelectEntry, nullptr, &fileptr);
RNA_pointer_set(&itemptr, "file_data", fileptr);
return true;
@ -221,12 +251,12 @@ void uiTemplateAssetView(uiLayout *layout,
ED_assetlist_ensure_previews_job(&asset_library_ref, C);
const int tot_items = ED_assetlist_size(&asset_library_ref);
asset_view_template_refresh_asset_collection(
asset_library_ref, *filter_settings, *assets_dataptr, assets_propname);
populate_asset_collection(asset_library_ref, *assets_dataptr, assets_propname);
AssetViewListData *list_data = (AssetViewListData *)MEM_mallocN(sizeof(*list_data),
"AssetViewListData");
list_data->asset_library_ref = asset_library_ref;
list_data->filter_settings = *filter_settings;
list_data->screen = CTX_wm_screen(C);
list_data->show_names = (display_flags & UI_TEMPLATE_ASSET_DRAW_NO_NAMES) == 0;

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@ -8,9 +8,11 @@
#include <cstring>
#include "BLI_fnmatch.h"
#include "BLI_function_ref.hh"
#include "BLI_listbase.h"
#include "BLI_math_base.h"
#include "BLI_string.h"
#include "BLI_string_ref.hh"
#include "BLI_utildefines.h"
#include "BKE_screen.h"
@ -26,12 +28,15 @@
#include "RNA_prototypes.h"
#include "UI_interface.h"
#include "UI_interface.hh"
#include "UI_view2d.h"
#include "WM_api.h"
#include "interface_intern.hh"
using namespace blender;
/**
* The validated data that was passed to #uiTemplateList (typically through Python).
* Populated through #ui_template_list_data_retrieve().
@ -148,6 +153,45 @@ static void uilist_draw_filter_default(struct uiList *ui_list,
}
}
uiListNameFilter::uiListNameFilter(uiList &list)
{
const char *filter_raw = list.filter_byname;
if (filter_raw[0]) {
const size_t slen = strlen(filter_raw);
/* Implicitly add heading/trailing wildcards if needed. */
if (slen + 3 <= sizeof(storage_.filter_buff)) {
filter_ = storage_.filter_buff;
}
else {
filter_ = storage_.filter_dyn = static_cast<char *>(
MEM_mallocN((slen + 3) * sizeof(char), "filter_dyn"));
}
BLI_strncpy_ensure_pad(filter_, filter_raw, '*', slen + 3);
}
}
uiListNameFilter::~uiListNameFilter()
{
MEM_SAFE_FREE(storage_.filter_dyn);
}
eUIListFilterResult uiListNameFilter::operator()(const PointerRNA & /* itemptr */,
StringRefNull name,
int /* index */)
{
if (!filter_) {
return UI_LIST_ITEM_FILTER_MATCHES;
}
/* Case-insensitive! */
if (fnmatch(filter_, name.c_str(), FNM_CASEFOLD) == 0) {
return UI_LIST_ITEM_FILTER_MATCHES;
}
return UI_LIST_ITEM_FILTER_MISMATCHES;
}
struct StringCmp {
char name[MAX_IDPROP_NAME];
int org_idx;
@ -159,16 +203,16 @@ static int cmpstringp(const void *p1, const void *p2)
return BLI_strcasecmp(((StringCmp *)p1)->name, ((StringCmp *)p2)->name);
}
static void uilist_filter_items_default(struct uiList *ui_list,
const struct bContext * /*C*/,
struct PointerRNA *dataptr,
const char *propname)
void UI_list_filter_and_sort_items(uiList *ui_list,
const bContext * /*C*/,
uiListItemFilterFn item_filter_fn,
PointerRNA *dataptr,
const char *propname,
uiListItemGetNameFn get_name_fn)
{
uiListDyn *dyn_data = ui_list->dyn_data;
PropertyRNA *prop = RNA_struct_find_property(dataptr, propname);
const char *filter_raw = ui_list->filter_byname;
char *filter = (char *)filter_raw, filter_buff[32], *filter_dyn = nullptr;
const bool filter_exclude = (ui_list->filter_flag & UILST_FLT_EXCLUDE) != 0;
const bool order_by_name = (ui_list->filter_sort_flag & UILST_FLT_SORT_MASK) ==
UILST_FLT_SORT_ALPHA;
@ -176,41 +220,26 @@ static void uilist_filter_items_default(struct uiList *ui_list,
dyn_data->items_shown = dyn_data->items_len = len;
if (len && (order_by_name || filter_raw[0])) {
if (len && (order_by_name || item_filter_fn)) {
StringCmp *names = nullptr;
int order_idx = 0, i = 0;
if (order_by_name) {
names = static_cast<StringCmp *>(MEM_callocN(sizeof(StringCmp) * len, "StringCmp"));
}
if (filter_raw[0]) {
const size_t slen = strlen(filter_raw);
if (item_filter_fn) {
dyn_data->items_filter_flags = static_cast<int *>(
MEM_callocN(sizeof(int) * len, "items_filter_flags"));
dyn_data->items_shown = 0;
/* Implicitly add heading/trailing wildcards if needed. */
if (slen + 3 <= sizeof(filter_buff)) {
filter = filter_buff;
}
else {
filter = filter_dyn = static_cast<char *>(
MEM_mallocN((slen + 3) * sizeof(char), "filter_dyn"));
}
BLI_strncpy_ensure_pad(filter, filter_raw, '*', slen + 3);
}
RNA_PROP_BEGIN (dataptr, itemptr, prop) {
bool do_order = false;
char *namebuf;
if (RNA_struct_is_a(itemptr.type, &RNA_AssetHandle)) {
/* XXX The AssetHandle design is hacky and meant to be temporary. It can't have a proper
* name property, so for now this hardcoded exception is needed. */
AssetHandle *asset_handle = (AssetHandle *)itemptr.data;
const char *asset_name = ED_asset_handle_get_name(asset_handle);
namebuf = BLI_strdup(asset_name);
if (get_name_fn) {
namebuf = BLI_strdup(get_name_fn(itemptr, i).c_str());
}
else {
namebuf = RNA_struct_name_get_alloc(&itemptr, nullptr, 0, nullptr);
@ -218,9 +247,13 @@ static void uilist_filter_items_default(struct uiList *ui_list,
const char *name = namebuf ? namebuf : "";
if (filter[0]) {
/* Case-insensitive! */
if (fnmatch(filter, name, FNM_CASEFOLD) == 0) {
if (item_filter_fn) {
const eUIListFilterResult filter_result = item_filter_fn(itemptr, name, i);
if (filter_result == UI_LIST_ITEM_NEVER_SHOW) {
/* Pass. */
}
else if (filter_result == UI_LIST_ITEM_FILTER_MATCHES) {
dyn_data->items_filter_flags[i] = UILST_FLT_ITEM;
if (!filter_exclude) {
dyn_data->items_shown++;
@ -266,15 +299,30 @@ static void uilist_filter_items_default(struct uiList *ui_list,
}
}
if (filter_dyn) {
MEM_freeN(filter_dyn);
}
if (names) {
MEM_freeN(names);
}
}
}
/**
* Default UI List filtering: Filter by name.
*/
static void uilist_filter_items_default(struct uiList *ui_list,
const struct bContext *C,
struct PointerRNA *dataptr,
const char *propname)
{
if (ui_list->filter_byname[0]) {
uiListNameFilter name_filter(*ui_list);
UI_list_filter_and_sort_items(ui_list, C, name_filter, dataptr, propname);
}
/* Optimization: Skip filtering entirely when there is no filter string set. */
else {
UI_list_filter_and_sort_items(ui_list, C, nullptr, dataptr, propname);
}
}
static void uilist_free_dyn_data(uiList *ui_list)
{
uiListDyn *dyn_data = ui_list->dyn_data;

View File

@ -3,6 +3,7 @@
#include "AS_asset_catalog.hh"
#include "AS_asset_catalog_tree.hh"
#include "AS_asset_library.hh"
#include "AS_asset_representation.h"
#include "BLI_multi_value_map.hh"
@ -46,7 +47,7 @@ static void node_add_menu_assets_listen_fn(const wmRegionListenerParams *params)
struct LibraryAsset {
AssetLibraryReference library_ref;
AssetHandle handle;
AssetRepresentation &asset;
};
struct AssetItemTree {
@ -93,11 +94,11 @@ static AssetItemTree build_catalog_tree(const bContext &C, const bNodeTree *node
return {};
}
ED_assetlist_iterate(all_library_ref, [&](AssetHandle asset) {
if (!ED_asset_filter_matches_asset(&type_filter, &asset)) {
ED_assetlist_iterate(all_library_ref, [&](AssetHandle asset_handle) {
if (!ED_asset_filter_matches_asset(&type_filter, &asset_handle)) {
return true;
}
const AssetMetaData &meta_data = *ED_asset_handle_get_metadata(&asset);
const AssetMetaData &meta_data = *ED_asset_handle_get_metadata(&asset_handle);
const IDProperty *tree_type = BKE_asset_metadata_idprop_find(&meta_data, "type");
if (tree_type == nullptr || IDP_Int(tree_type) != node_tree->type) {
return true;
@ -111,7 +112,8 @@ static AssetItemTree build_catalog_tree(const bContext &C, const bNodeTree *node
if (catalog == nullptr) {
return true;
}
assets_per_path.add(catalog->path, LibraryAsset{all_library_ref, asset});
AssetRepresentation *asset = ED_asset_handle_get_representation(&asset_handle);
assets_per_path.add(catalog->path, LibraryAsset{all_library_ref, *asset});
return true;
});
@ -178,16 +180,17 @@ static void node_add_catalog_assets_draw(const bContext *C, Menu *menu)
for (const LibraryAsset &item : asset_items) {
uiLayout *col = uiLayoutColumn(layout, false);
PointerRNA file{
&screen.id, &RNA_FileSelectEntry, const_cast<FileDirEntry *>(item.handle.file_data)};
uiLayoutSetContextPointer(col, "active_file", &file);
PointerRNA asset_ptr{NULL, &RNA_AssetRepresentation, &item.asset};
uiLayoutSetContextPointer(col, "asset", &asset_ptr);
PointerRNA library_ptr{&screen.id,
&RNA_AssetLibraryReference,
const_cast<AssetLibraryReference *>(&item.library_ref)};
uiLayoutSetContextPointer(col, "asset_library_ref", &library_ptr);
uiItemO(col, ED_asset_handle_get_name(&item.handle), ICON_NONE, "NODE_OT_add_group_asset");
uiItemO(
col, AS_asset_representation_name_get(&item.asset), ICON_NONE, "NODE_OT_add_group_asset");
}
catalog_item->foreach_child([&](asset_system::AssetCatalogTreeItem &child_item) {

View File

@ -39,7 +39,7 @@ struct AddNodeItem {
std::string ui_name;
std::string identifier;
std::string description;
std::optional<AssetHandle> asset;
const AssetRepresentation *asset;
std::function<void(const bContext &, bNodeTree &, bNode &)> after_add_fn;
int weight = 0;
};
@ -67,24 +67,25 @@ static void add_node_search_listen_fn(const wmRegionListenerParams *params, void
}
static void search_items_for_asset_metadata(const bNodeTree &node_tree,
const AssetHandle asset,
const AssetHandle asset_handle,
Vector<AddNodeItem> &search_items)
{
const AssetMetaData &asset_data = *ED_asset_handle_get_metadata(&asset);
const AssetMetaData &asset_data = *ED_asset_handle_get_metadata(&asset_handle);
const IDProperty *tree_type = BKE_asset_metadata_idprop_find(&asset_data, "type");
if (tree_type == nullptr || IDP_Int(tree_type) != node_tree.type) {
return;
}
const AssetRepresentation *asset = ED_asset_handle_get_representation(&asset_handle);
AddNodeItem item{};
item.ui_name = ED_asset_handle_get_name(&asset);
item.ui_name = ED_asset_handle_get_name(&asset_handle);
item.identifier = node_tree.typeinfo->group_idname;
item.description = asset_data.description == nullptr ? "" : asset_data.description;
item.asset = asset;
item.after_add_fn = [asset](const bContext &C, bNodeTree &node_tree, bNode &node) {
Main &bmain = *CTX_data_main(&C);
node.flag &= ~NODE_OPTIONS;
node.id = asset::get_local_id_from_asset_or_append_and_reuse(bmain, asset);
node.id = ED_asset_get_local_id_from_asset_or_append_and_reuse(&bmain, asset, ID_NT);
id_us_plus(node.id);
BKE_ntree_update_tag_node_property(&node_tree, &node);
DEG_relations_tag_update(&bmain);

View File

@ -143,10 +143,10 @@ static void add_existing_group_input_fn(nodes::LinkSearchOpParams &params,
*/
static void search_link_ops_for_asset_metadata(const bNodeTree &node_tree,
const bNodeSocket &socket,
const AssetHandle asset,
const AssetHandle asset_handle,
Vector<SocketLinkOperation> &search_link_ops)
{
const AssetMetaData &asset_data = *ED_asset_handle_get_metadata(&asset);
const AssetMetaData &asset_data = *ED_asset_handle_get_metadata(&asset_handle);
const IDProperty *tree_type = BKE_asset_metadata_idprop_find(&asset_data, "type");
if (tree_type == nullptr || IDP_Int(tree_type) != node_tree.type) {
return;
@ -182,7 +182,8 @@ static void search_link_ops_for_asset_metadata(const bNodeTree &node_tree,
continue;
}
const StringRef asset_name = ED_asset_handle_get_name(&asset);
AssetRepresentation *asset = ED_asset_handle_get_representation(&asset_handle);
const StringRef asset_name = ED_asset_handle_get_name(&asset_handle);
const StringRef socket_name = socket_property->name;
search_link_ops.append(
@ -193,7 +194,7 @@ static void search_link_ops_for_asset_metadata(const bNodeTree &node_tree,
bNode &node = params.add_node(params.node_tree.typeinfo->group_idname);
node.flag &= ~NODE_OPTIONS;
node.id = asset::get_local_id_from_asset_or_append_and_reuse(bmain, asset);
node.id = ED_asset_get_local_id_from_asset_or_append_and_reuse(&bmain, asset, ID_NT);
id_us_plus(node.id);
BKE_ntree_update_tag_node_property(&params.node_tree, &node);
DEG_relations_tag_update(&bmain);

View File

@ -7,6 +7,8 @@
#include <numeric>
#include "AS_asset_representation.h"
#include "MEM_guardedalloc.h"
#include "DNA_collection_types.h"
@ -378,14 +380,16 @@ void NODE_OT_add_group(wmOperatorType *ot)
/** \name Add Node Group Asset Operator
* \{ */
static bool add_node_group_asset(const bContext &C, const AssetHandle asset, ReportList &reports)
static bool add_node_group_asset(const bContext &C,
const AssetRepresentation *asset,
ReportList &reports)
{
Main &bmain = *CTX_data_main(&C);
SpaceNode &snode = *CTX_wm_space_node(&C);
bNodeTree &edit_tree = *snode.edittree;
bNodeTree *node_group = reinterpret_cast<bNodeTree *>(
asset::get_local_id_from_asset_or_append_and_reuse(bmain, asset));
ED_asset_get_local_id_from_asset_or_append_and_reuse(&bmain, asset, ID_NT));
if (!node_group) {
return false;
}
@ -427,9 +431,8 @@ static int node_add_group_asset_invoke(bContext *C, wmOperator *op, const wmEven
if (!library_ref) {
return OPERATOR_CANCELLED;
}
bool is_valid;
const AssetHandle handle = CTX_wm_asset_handle(C, &is_valid);
if (!is_valid) {
const AssetRepresentation *asset = CTX_wm_asset(C);
if (!asset) {
return OPERATOR_CANCELLED;
}
@ -442,7 +445,7 @@ static int node_add_group_asset_invoke(bContext *C, wmOperator *op, const wmEven
snode.runtime->cursor /= UI_DPI_FAC;
if (!add_node_group_asset(*C, handle, *op->reports)) {
if (!add_node_group_asset(*C, asset, *op->reports)) {
return OPERATOR_CANCELLED;
}
@ -460,12 +463,11 @@ static char *node_add_group_asset_get_description(struct bContext *C,
struct wmOperatorType * /*op*/,
struct PointerRNA * /*values*/)
{
bool is_valid;
const AssetHandle handle = CTX_wm_asset_handle(C, &is_valid);
if (!is_valid) {
const AssetRepresentation *asset = CTX_wm_asset(C);
if (!asset) {
return nullptr;
}
const AssetMetaData &asset_data = *ED_asset_handle_get_metadata(&handle);
const AssetMetaData &asset_data = *AS_asset_representation_metadata_get(asset);
if (!asset_data.description) {
return nullptr;
}

View File

@ -140,6 +140,10 @@ typedef struct AssetLibraryReference {
* Not part of the core design, we should try to get rid of it. Only needed to wrap FileDirEntry
* into a type with PropertyGroup as base, so we can have an RNA collection of #AssetHandle's to
* pass to the UI.
*
* \warning Never store this! When using #ED_assetlist_iterate(), only access it within the
* iterator function. The contained file data can be freed since the file cache has a
* maximum number of items.
*/
#
#

View File

@ -578,6 +578,17 @@ static void rna_def_asset_handle(BlenderRNA *brna)
rna_def_asset_handle_api(srna);
}
static void rna_def_asset_representation(BlenderRNA *brna)
{
StructRNA *srna;
srna = RNA_def_struct(brna, "AssetRepresentation", NULL);
RNA_def_struct_ui_text(srna,
"Asset Representation",
"Information about an entity that makes it possible for the asset system "
"to deal with the entity as asset");
}
static void rna_def_asset_catalog_path(BlenderRNA *brna)
{
StructRNA *srna = RNA_def_struct(brna, "AssetCatalogPath", NULL);
@ -610,6 +621,7 @@ void RNA_def_asset(BlenderRNA *brna)
rna_def_asset_data(brna);
rna_def_asset_library_reference(brna);
rna_def_asset_handle(brna);
rna_def_asset_representation(brna);
rna_def_asset_catalog_path(brna);
RNA_define_animate_sdna(true);