Cleanup: Avoid unnecessary/annoying type alias in asset system

A `using FooPtr = std::unique_ptr<Foo>` isn't that useful usually, just
saves a few character stokes. It obfuscates the underlying type, which
is usually relevant information. Plus, `Ptr` for a unique pointer is
misleading (should be `UPtr` or similar).
This commit is contained in:
2022-11-18 12:37:27 +01:00
parent 61d0f77810
commit d5c8d3e661
2 changed files with 5 additions and 6 deletions

View File

@@ -31,16 +31,14 @@ namespace blender::asset_system {
* loaded from a file on disk).
*/
class AssetLibraryService {
using AssetLibraryPtr = std::unique_ptr<AssetLibrary>;
static std::unique_ptr<AssetLibraryService> instance_;
/* Mapping absolute path of the library's top-level directory to the AssetLibrary instance. */
Map<std::string, AssetLibraryPtr> on_disk_libraries_;
Map<std::string, std::unique_ptr<AssetLibrary>> on_disk_libraries_;
/** Library without a known path, i.e. the "Current File" library if the file isn't saved yet. If
* the file was saved, a valid path for the library can be determined and #on_disk_libraries_
* above should be used. */
AssetLibraryPtr current_file_library_;
std::unique_ptr<AssetLibrary> current_file_library_;
/* Handlers for managing the life cycle of the AssetLibraryService instance. */
bCallbackFuncStore on_load_callback_store_;