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blender-archive/source/blender/blenkernel/BKE_asset_library.hh
Campbell Barton c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
much space.

Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile

While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
  use different header conventions.

doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00

63 lines
1.7 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup bke
*/
#pragma once
#ifndef __cplusplus
# error This is a C++-only header file. Use BKE_asset_library.h instead.
#endif
#include "BKE_asset_library.h"
#include "BKE_asset_catalog.hh"
#include "BKE_callbacks.h"
#include <memory>
namespace blender::bke {
/**
* AssetLibrary provides access to an asset library's data.
* For now this is only for catalogs, later this can be expanded to indexes/caches/more.
*/
struct AssetLibrary {
/* Controlled by #ED_asset_catalogs_set_save_catalogs_when_file_is_saved,
* for managing the "Save Catalog Changes" in the quit-confirmation dialog box. */
static bool save_catalogs_when_file_is_saved;
std::unique_ptr<AssetCatalogService> catalog_service;
AssetLibrary();
~AssetLibrary();
void load(StringRefNull library_root_directory);
/** Load catalogs that have changed on disk. */
void refresh();
/**
* Update `catalog_simple_name` by looking up the asset's catalog by its ID.
*
* 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. */
void refresh_catalog_simplename(struct AssetMetaData *asset_data);
void on_blend_save_handler_register();
void on_blend_save_handler_unregister();
void on_blend_save_post(struct Main *, struct PointerRNA **pointers, int num_pointers);
private:
bCallbackFuncStore on_save_callback_store_{};
};
} // namespace blender::bke
blender::bke::AssetCatalogService *BKE_asset_library_get_catalog_service(
const ::AssetLibrary *library);
blender::bke::AssetCatalogTree *BKE_asset_library_get_catalog_tree(const ::AssetLibrary *library);