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blender-archive/source/blender/editors/interface/interface_drag.cc
Julian Eisel 1efc94bb2f Asset System: New core type to represent assets (AssetRepresenation)
Introduces a new `AssetRepresentation` type, as a runtime only container
to hold asset information. It is supposed to become _the_ main way to
represent and refer to assets in the asset system, see T87235. It can
store things like the asset name, asset traits, preview and other asset
metadata.

Technical documentation:
https://wiki.blender.org/wiki/Source/Architecture/Asset_System/Back_End#Asset_Representation.

By introducing a proper asset representation type, we do an important
step away from the previous, non-optimal representation of assets as
files in the file browser backend, and towards the asset system as
backend. It should replace the temporary & hacky `AssetHandle` design in
the near future. Note that the loading of asset data still happens
through the file browser backend, check the linked to Wiki page for more
information on that.

As a side-effect, asset metadata isn't stored in file browser file
entries when browsing with link/append anymore. Don't think this was
ever used, but scripts may have accessed this. Can be brought back if
there's a need for it.
2022-11-09 19:30:47 +01:00

146 lines
4.3 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup edinterface
*/
#include "UI_interface.h"
#include "WM_api.h"
#include "interface_intern.h"
void UI_but_drag_set_id(uiBut *but, ID *id)
{
but->dragtype = WM_DRAG_ID;
if (but->dragflag & UI_BUT_DRAGPOIN_FREE) {
WM_drag_data_free(but->dragtype, but->dragpoin);
but->dragflag &= ~UI_BUT_DRAGPOIN_FREE;
}
but->dragpoin = (void *)id;
}
void UI_but_drag_attach_image(uiBut *but, struct ImBuf *imb, const float scale)
{
but->imb = imb;
but->imb_scale = scale;
}
void UI_but_drag_set_asset(uiBut *but,
const AssetHandle *asset_handle,
const char *path,
int import_type,
int icon,
struct ImBuf *imb,
float scale)
{
wmDragAsset *asset_drag = WM_drag_create_asset_data(asset_handle, path, import_type);
/* FIXME: This is temporary evil solution to get scene/view-layer/etc in the copy callback of the
* #wmDropBox.
* TODO: Handle link/append in operator called at the end of the drop process, and NOT in its
* copy callback.
* */
asset_drag->evil_C = static_cast<bContext *>(but->block->evil_C);
but->dragtype = WM_DRAG_ASSET;
ui_def_but_icon(but, icon, 0); /* no flag UI_HAS_ICON, so icon doesn't draw in button */
if (but->dragflag & UI_BUT_DRAGPOIN_FREE) {
WM_drag_data_free(but->dragtype, but->dragpoin);
}
but->dragpoin = asset_drag;
but->dragflag |= UI_BUT_DRAGPOIN_FREE;
UI_but_drag_attach_image(but, imb, scale);
}
void UI_but_drag_set_rna(uiBut *but, PointerRNA *ptr)
{
but->dragtype = WM_DRAG_RNA;
if (but->dragflag & UI_BUT_DRAGPOIN_FREE) {
WM_drag_data_free(but->dragtype, but->dragpoin);
but->dragflag &= ~UI_BUT_DRAGPOIN_FREE;
}
but->dragpoin = (void *)ptr;
}
void UI_but_drag_set_path(uiBut *but, const char *path, const bool use_free)
{
but->dragtype = WM_DRAG_PATH;
if (but->dragflag & UI_BUT_DRAGPOIN_FREE) {
WM_drag_data_free(but->dragtype, but->dragpoin);
but->dragflag &= ~UI_BUT_DRAGPOIN_FREE;
}
but->dragpoin = (void *)path;
if (use_free) {
but->dragflag |= UI_BUT_DRAGPOIN_FREE;
}
}
void UI_but_drag_set_name(uiBut *but, const char *name)
{
but->dragtype = WM_DRAG_NAME;
if (but->dragflag & UI_BUT_DRAGPOIN_FREE) {
WM_drag_data_free(but->dragtype, but->dragpoin);
but->dragflag &= ~UI_BUT_DRAGPOIN_FREE;
}
but->dragpoin = (void *)name;
}
void UI_but_drag_set_value(uiBut *but)
{
but->dragtype = WM_DRAG_VALUE;
}
void UI_but_drag_set_image(
uiBut *but, const char *path, int icon, struct ImBuf *imb, float scale, const bool use_free)
{
but->dragtype = WM_DRAG_PATH;
ui_def_but_icon(but, icon, 0); /* no flag UI_HAS_ICON, so icon doesn't draw in button */
if (but->dragflag & UI_BUT_DRAGPOIN_FREE) {
WM_drag_data_free(but->dragtype, but->dragpoin);
but->dragflag &= ~UI_BUT_DRAGPOIN_FREE;
}
but->dragpoin = (void *)path;
if (use_free) {
but->dragflag |= UI_BUT_DRAGPOIN_FREE;
}
UI_but_drag_attach_image(but, imb, scale);
}
void ui_but_drag_free(uiBut *but)
{
if (but->dragpoin && (but->dragflag & UI_BUT_DRAGPOIN_FREE)) {
WM_drag_data_free(but->dragtype, but->dragpoin);
}
}
bool ui_but_drag_is_draggable(const uiBut *but)
{
return but->dragpoin != nullptr;
}
void ui_but_drag_start(bContext *C, uiBut *but)
{
wmDrag *drag = WM_drag_data_create(C,
but->icon,
but->dragtype,
but->dragpoin,
ui_but_value_get(but),
(but->dragflag & UI_BUT_DRAGPOIN_FREE) ? WM_DRAG_FREE_DATA :
WM_DRAG_NOP);
/* wmDrag has ownership over dragpoin now, stop messing with it. */
but->dragpoin = nullptr;
if (but->imb) {
WM_event_drag_image(drag, but->imb, but->imb_scale);
}
WM_event_start_prepared_drag(C, drag);
/* Special feature for assets: We add another drag item that supports multiple assets. It
* gets the assets from context. */
if (ELEM(but->dragtype, WM_DRAG_ASSET, WM_DRAG_ID)) {
WM_event_start_drag(C, ICON_NONE, WM_DRAG_ASSET_LIST, nullptr, 0, WM_DRAG_NOP);
}
}