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blender-archive/source/blender/asset_system/AS_asset_representation.hh
Julian Eisel 99e71ec1f2 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
2023-02-13 12:57:03 +01:00

84 lines
2.6 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup asset_system
*
* \brief Main runtime representation of an asset.
*
* Abstraction to reference an asset, with necessary data for display & interaction.
* https://wiki.blender.org/wiki/Source/Architecture/Asset_System/Back_End#Asset_Representation
*/
#pragma once
#include <memory>
#include <string>
#include "BLI_string_ref.hh"
#include "AS_asset_identifier.hh"
struct AssetMetaData;
struct ID;
namespace blender::asset_system {
class AssetLibrary;
class AssetRepresentation {
AssetIdentifier identifier_;
/** Indicate if this is a local or external asset, and as such, which of the union members below
* should be used. */
const bool is_local_id_ = false;
/** Asset library that owns this asset representation. */
const AssetLibrary *owner_asset_library_;
struct ExternalAsset {
std::string name;
std::unique_ptr<AssetMetaData> metadata_ = nullptr;
};
union {
ExternalAsset external_asset_;
ID *local_asset_id_ = nullptr; /* Non-owning. */
};
friend class AssetStorage;
public:
/** Constructs an asset representation for an external ID. The asset will not be editable. */
AssetRepresentation(AssetIdentifier &&identifier,
StringRef name,
std::unique_ptr<AssetMetaData> metadata,
const AssetLibrary &owner_asset_library);
/** Constructs an asset representation for an ID stored in the current file. This makes the asset
* local and fully editable. */
AssetRepresentation(AssetIdentifier &&identifier,
ID &id,
const AssetLibrary &owner_asset_library);
AssetRepresentation(AssetRepresentation &&other);
/* Non-copyable type. */
AssetRepresentation(const AssetRepresentation &other) = delete;
~AssetRepresentation();
/* Non-move-assignable type. Move construction is fine, but treat the "identity" (e.g. local vs
* external asset) of an asset representation as immutable. */
AssetRepresentation &operator=(AssetRepresentation &&other) = delete;
/* Non-copyable type. */
AssetRepresentation &operator=(const AssetRepresentation &other) = delete;
const AssetIdentifier &get_identifier() const;
StringRefNull get_name() const;
AssetMetaData &get_metadata() const;
/** Returns if this asset is stored inside this current file, and as such fully editable. */
bool is_local_id() const;
const AssetLibrary &owner_asset_library() const;
};
} // namespace blender::asset_system
/* C-Handle */
struct AssetRepresentation;
const std::string AS_asset_representation_full_path_get(const ::AssetRepresentation *asset);