Assets: Store pointer to owning asset library in asset representation
This is needed to be able to query asset library information from an asset. This again is relevant especially for the "All" asset library, where you can't just directly access the library itself, which is different for different assets. The current design is that an asset representation is owned by exactly one asset library, so having this pointer is perfectly compatible with the design. Reviewed by: Julian Eisel
This commit is contained in:
@@ -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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