Various UI code would store the `AssetHandle` in a way that turns out to be unsafe. The file-data is part of the file browser caching system that releases file-data when a certain maximum of items is in the cache. So even while just iterating over the assets, earlier iterated asset handles may become invalid. Now asset handles are really treated as volatile, short lived objects. For the asset-view, the fix was more involved. There we need an RNA collection of asset-handles, because the UI list code requires that. So we create a dummy collection and get the asset handles as needed by index. This again meant that I had to keep the index of the collection and the asset-list in sync, so all filtering had to be moved to the UI list. I tried duplicating the file-data out of the cache instead, but that caused problems with managing the memory/ownership of the preview images. `AssetHandle` should be removed and replaced by `AssetRepresentation`, but this would be an even more disruptive change (breaking API compatibility too). Fixes #104305, #105535. Pull Request: #105773
50 lines
1.6 KiB
C++
50 lines
1.6 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup edasset
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*
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* Asset-handle is a temporary design, not part of the core asset system design.
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*
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* Currently asset-list items are just file directory items (#FileDirEntry). So an asset-handle
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* just wraps a pointer to this. We try to abstract away the fact that it's just a file entry,
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* although that doesn't always work (see #rna_def_asset_handle()).
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*/
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#pragma once
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#include "DNA_ID_enums.h"
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#include "DNA_asset_types.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct AssetHandle;
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struct AssetRepresentation *ED_asset_handle_get_representation(const struct AssetHandle *asset);
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const char *ED_asset_handle_get_name(const struct AssetHandle *asset);
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struct AssetMetaData *ED_asset_handle_get_metadata(const struct AssetHandle *asset);
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struct ID *ED_asset_handle_get_local_id(const struct AssetHandle *asset);
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ID_Type ED_asset_handle_get_id_type(const struct AssetHandle *asset);
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int ED_asset_handle_get_preview_icon_id(const struct AssetHandle *asset);
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void ED_asset_handle_get_full_library_path(
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const struct AssetHandle *asset,
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/* `1090` for #FILE_MAX_LIBEXTRA,
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* rely on warnings to let us know if this gets out of sync. */
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char r_full_lib_path[1090]);
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#ifdef __cplusplus
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}
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#endif
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#ifdef __cplusplus
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# include <optional>
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/** The asset library may have an import method (e.g. append vs. link) defined to use. If so, this
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* returns it. Otherwise a reasonable method should be used, usually "Append (Reuse Data)". */
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std::optional<eAssetImportMethod> ED_asset_handle_get_import_method(
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const struct AssetHandle *asset);
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#endif
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