This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/source/blender/editors/asset/asset_list.cc

638 lines
18 KiB
C++

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
/** \file
* \ingroup edasset
*
* Abstractions to manage runtime asset lists with a global cache for multiple UI elements to
* access.
* Internally this uses the #FileList API and structures from `filelist.c`. This is just because it
* contains most necessary logic already and there's not much time for a more long-term solution.
*/
#include <optional>
#include <string>
#include "BKE_asset.h"
#include "BKE_context.h"
#include "BKE_screen.h"
#include "BLI_function_ref.hh"
#include "BLI_hash.hh"
#include "BLI_map.hh"
#include "BLI_path_util.h"
#include "BLI_utility_mixins.hh"
#include "DNA_asset_types.h"
#include "DNA_space_types.h"
#include "BKE_preferences.h"
#include "ED_asset.h"
#include "ED_fileselect.h"
#include "ED_screen.h"
#include "WM_api.h"
#include "WM_types.h"
/* XXX uses private header of file-space. */
#include "../space_file/filelist.h"
using namespace blender;
/**
* Wrapper to add logic to the AssetLibraryReference DNA struct.
*/
class AssetLibraryReferenceWrapper {
const AssetLibraryReference reference_;
public:
/* Intentionally not `explicit`, allow implicit conversion for convenience. Might have to be
* NOLINT */
AssetLibraryReferenceWrapper(const AssetLibraryReference &reference);
~AssetLibraryReferenceWrapper() = default;
friend bool operator==(const AssetLibraryReferenceWrapper &a,
const AssetLibraryReferenceWrapper &b);
uint64_t hash() const;
};
AssetLibraryReferenceWrapper::AssetLibraryReferenceWrapper(const AssetLibraryReference &reference)
: reference_(reference)
{
}
bool operator==(const AssetLibraryReferenceWrapper &a, const AssetLibraryReferenceWrapper &b)
{
return (a.reference_.type == b.reference_.type) && (a.reference_.type == ASSET_LIBRARY_CUSTOM) ?
(a.reference_.custom_library_index == b.reference_.custom_library_index) :
true;
}
uint64_t AssetLibraryReferenceWrapper::hash() const
{
uint64_t hash1 = DefaultHash<decltype(reference_.type)>{}(reference_.type);
if (reference_.type != ASSET_LIBRARY_CUSTOM) {
return hash1;
}
uint64_t hash2 = DefaultHash<decltype(reference_.custom_library_index)>{}(
reference_.custom_library_index);
return hash1 ^ (hash2 * 33); /* Copied from DefaultHash for std::pair. */
}
/* -------------------------------------------------------------------- */
/** \name Asset list API
*
* Internally re-uses #FileList from the File Browser. It does all the heavy lifting already.
* \{ */
/**
* RAII wrapper for `FileList`
*/
class FileListWrapper {
static void filelist_free_fn(FileList *list)
{
filelist_free(list);
MEM_freeN(list);
}
std::unique_ptr<FileList, decltype(&filelist_free_fn)> file_list_;
public:
explicit FileListWrapper(eFileSelectType filesel_type)
: file_list_(filelist_new(filesel_type), filelist_free_fn)
{
}
FileListWrapper(FileListWrapper &&other) = default;
FileListWrapper &operator=(FileListWrapper &&other) = default;
~FileListWrapper()
{
/* Destructs the owned pointer. */
file_list_ = nullptr;
}
operator FileList *() const
{
return file_list_.get();
}
};
class PreviewTimer {
/* Non-owning! The Window-Manager registers and owns this. */
wmTimer *timer_ = nullptr;
public:
void ensureRunning(const bContext *C)
{
if (!timer_) {
timer_ = WM_event_add_timer_notifier(
CTX_wm_manager(C), CTX_wm_window(C), NC_ASSET | ND_ASSET_LIST_PREVIEW, 0.01);
}
}
void stop(const bContext *C)
{
if (timer_) {
WM_event_remove_timer_notifier(CTX_wm_manager(C), CTX_wm_window(C), timer_);
timer_ = nullptr;
}
}
};
class AssetList : NonCopyable {
FileListWrapper filelist_;
AssetLibraryReference library_ref_;
PreviewTimer previews_timer_;
public:
AssetList() = delete;
AssetList(eFileSelectType filesel_type, const AssetLibraryReference &asset_library_ref);
AssetList(AssetList &&other) = default;
~AssetList() = default;
void setup(const AssetFilterSettings *filter_settings = nullptr);
void fetch(const bContext &C);
void ensurePreviewsJob(bContext *C);
void clear(bContext *C);
bool needsRefetch() const;
void iterate(AssetListIterFn fn) const;
bool listen(const wmNotifier &notifier) const;
int size() const;
void tagMainDataDirty() const;
void remapID(ID *id_old, ID *id_new) const;
StringRef filepath() const;
};
AssetList::AssetList(eFileSelectType filesel_type, const AssetLibraryReference &asset_library_ref)
: filelist_(filesel_type), library_ref_(asset_library_ref)
{
}
void AssetList::setup(const AssetFilterSettings *filter_settings)
{
FileList *files = filelist_;
/* TODO there should only be one (FileSelectAssetLibraryUID vs. AssetLibraryReference). */
FileSelectAssetLibraryUID file_asset_lib_ref;
file_asset_lib_ref.type = library_ref_.type;
file_asset_lib_ref.custom_library_index = library_ref_.custom_library_index;
bUserAssetLibrary *user_library = nullptr;
/* Ensure valid repository, or fall-back to local one. */
if (library_ref_.type == ASSET_LIBRARY_CUSTOM) {
BLI_assert(library_ref_.custom_library_index >= 0);
user_library = BKE_preferences_asset_library_find_from_index(
&U, library_ref_.custom_library_index);
}
/* Relevant bits from file_refresh(). */
/* TODO pass options properly. */
filelist_setrecursion(files, 1);
filelist_setsorting(files, FILE_SORT_ALPHA, false);
filelist_setlibrary(files, &file_asset_lib_ref);
/* TODO different filtering settings require the list to be reread. That's a no-go for when we
* want to allow showing the same asset library with different filter settings (as in,
* different ID types). The filelist needs to be made smarter somehow, maybe goes together with
* the plan to separate the view (preview caching, filtering, etc. ) from the data. */
filelist_setfilter_options(
files,
filter_settings != nullptr,
true,
true, /* Just always hide parent, prefer to not add an extra user option for this. */
FILE_TYPE_BLENDERLIB,
filter_settings ? filter_settings->id_types : FILTER_ID_ALL,
true,
"",
"");
char path[FILE_MAXDIR] = "";
if (user_library) {
BLI_strncpy(path, user_library->path, sizeof(path));
filelist_setdir(files, path);
}
else {
filelist_setdir(files, path);
}
}
void AssetList::fetch(const bContext &C)
{
FileList *files = filelist_;
if (filelist_needs_force_reset(files)) {
filelist_readjob_stop(files, CTX_wm_manager(&C));
filelist_clear(files);
}
if (filelist_needs_reading(files)) {
if (!filelist_pending(files)) {
filelist_readjob_start(files, NC_ASSET | ND_ASSET_LIST_READING, &C);
}
}
filelist_sort(files);
filelist_filter(files);
}
bool AssetList::needsRefetch() const
{
return filelist_needs_force_reset(filelist_) || filelist_needs_reading(filelist_);
}
void AssetList::iterate(AssetListIterFn fn) const
{
FileList *files = filelist_;
int numfiles = filelist_files_ensure(files);
for (int i = 0; i < numfiles; i++) {
FileDirEntry *file = filelist_file(files, i);
if (!fn(*file)) {
break;
}
}
}
void AssetList::ensurePreviewsJob(bContext *C)
{
FileList *files = filelist_;
int numfiles = filelist_files_ensure(files);
filelist_cache_previews_set(files, true);
filelist_file_cache_slidingwindow_set(files, 256);
/* TODO fetch all previews for now. */
filelist_file_cache_block(files, numfiles / 2);
filelist_cache_previews_update(files);
{
const bool previews_running = filelist_cache_previews_running(files) &&
!filelist_cache_previews_done(files);
if (previews_running) {
previews_timer_.ensureRunning(C);
}
else {
/* Preview is not running, no need to keep generating update events! */
previews_timer_.stop(C);
}
}
}
void AssetList::clear(bContext *C)
{
/* Based on #ED_fileselect_clear() */
FileList *files = filelist_;
filelist_readjob_stop(files, CTX_wm_manager(C));
filelist_freelib(files);
filelist_clear(files);
WM_main_add_notifier(NC_ASSET | ND_ASSET_LIST, nullptr);
}
/**
* \return True if the asset-list needs a UI redraw.
*/
bool AssetList::listen(const wmNotifier &notifier) const
{
switch (notifier.category) {
case NC_ID: {
if (ELEM(notifier.action, NA_RENAME)) {
return true;
}
break;
}
case NC_ASSET:
if (ELEM(notifier.data, ND_ASSET_LIST, ND_ASSET_LIST_READING, ND_ASSET_LIST_PREVIEW)) {
return true;
}
if (ELEM(notifier.action, NA_ADDED, NA_REMOVED, NA_EDITED)) {
return true;
}
break;
}
return false;
}
/**
* \return The number of assets in the list.
*/
int AssetList::size() const
{
return filelist_files_ensure(filelist_);
}
void AssetList::tagMainDataDirty() const
{
if (filelist_needs_reset_on_main_changes(filelist_)) {
/* Full refresh of the file list if local asset data was changed. Refreshing this view
* is cheap and users expect this to be updated immediately. */
filelist_tag_force_reset(filelist_);
}
}
void AssetList::remapID(ID * /*id_old*/, ID * /*id_new*/) const
{
/* Trigger full re-fetch of the file list if main data was changed, don't even attempt remap
* pointers. We could give file list types a id-remap callback, but it's probably not worth it.
* Refreshing local file lists is relatively cheap. */
tagMainDataDirty();
}
StringRef AssetList::filepath() const
{
return filelist_dir(filelist_);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Runtime asset list cache
* \{ */
/**
* Class managing a global asset list map, each entry being a list for a specific asset library.
*/
class AssetListStorage {
using AssetListMap = Map<AssetLibraryReferenceWrapper, AssetList>;
public:
/* Purely static class, can't instantiate this. */
AssetListStorage() = delete;
static void fetch_library(const AssetLibraryReference &library_reference,
const bContext &C,
const AssetFilterSettings *filter_settings = nullptr);
static void destruct();
static AssetList *lookup_list(const AssetLibraryReference &library_ref);
static void tagMainDataDirty();
static void remapID(ID *id_new, ID *id_old);
private:
static std::optional<eFileSelectType> asset_library_reference_to_fileselect_type(
const AssetLibraryReference &library_reference);
using is_new_t = bool;
static std::tuple<AssetList &, is_new_t> ensure_list_storage(
const AssetLibraryReference &library_reference, eFileSelectType filesel_type);
static AssetListMap &global_storage();
};
void AssetListStorage::fetch_library(const AssetLibraryReference &library_reference,
const bContext &C,
const AssetFilterSettings *filter_settings)
{
std::optional filesel_type = asset_library_reference_to_fileselect_type(library_reference);
if (!filesel_type) {
return;
}
auto [list, is_new] = ensure_list_storage(library_reference, *filesel_type);
if (is_new || list.needsRefetch()) {
list.setup(filter_settings);
list.fetch(C);
}
}
void AssetListStorage::destruct()
{
global_storage().~AssetListMap();
}
AssetList *AssetListStorage::lookup_list(const AssetLibraryReference &library_ref)
{
return global_storage().lookup_ptr(library_ref);
}
void AssetListStorage::tagMainDataDirty()
{
for (AssetList &list : global_storage().values()) {
list.tagMainDataDirty();
}
}
void AssetListStorage::remapID(ID *id_new, ID *id_old)
{
for (AssetList &list : global_storage().values()) {
list.remapID(id_new, id_old);
}
}
std::optional<eFileSelectType> AssetListStorage::asset_library_reference_to_fileselect_type(
const AssetLibraryReference &library_reference)
{
switch (library_reference.type) {
case ASSET_LIBRARY_CUSTOM:
return FILE_LOADLIB;
case ASSET_LIBRARY_LOCAL:
return FILE_MAIN_ASSET;
}
return std::nullopt;
}
std::tuple<AssetList &, AssetListStorage::is_new_t> AssetListStorage::ensure_list_storage(
const AssetLibraryReference &library_reference, eFileSelectType filesel_type)
{
AssetListMap &storage = global_storage();
if (AssetList *list = storage.lookup_ptr(library_reference)) {
return {*list, false};
}
storage.add(library_reference, AssetList(filesel_type, library_reference));
return {storage.lookup(library_reference), true};
}
/**
* Wrapper for Construct on First Use idiom, to avoid the Static Initialization Fiasco.
*/
AssetListStorage::AssetListMap &AssetListStorage::global_storage()
{
static AssetListMap global_storage_;
return global_storage_;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name C-API
* \{ */
/**
* Invoke asset list reading, potentially in a parallel job. Won't wait until the job is done,
* and may return earlier.
*/
void ED_assetlist_storage_fetch(const AssetLibraryReference *library_reference,
const AssetFilterSettings *filter_settings,
const bContext *C)
{
AssetListStorage::fetch_library(*library_reference, *C, filter_settings);
}
void ED_assetlist_ensure_previews_job(const AssetLibraryReference *library_reference, bContext *C)
{
AssetList *list = AssetListStorage::lookup_list(*library_reference);
if (list) {
list->ensurePreviewsJob(C);
}
}
void ED_assetlist_clear(const AssetLibraryReference *library_reference, bContext *C)
{
AssetList *list = AssetListStorage::lookup_list(*library_reference);
if (list) {
list->clear(C);
}
}
bool ED_assetlist_storage_has_list_for_library(const AssetLibraryReference *library_reference)
{
return AssetListStorage::lookup_list(*library_reference) != nullptr;
}
/* TODO expose AssetList with an iterator? */
void ED_assetlist_iterate(const AssetLibraryReference *library_reference, AssetListIterFn fn)
{
AssetList *list = AssetListStorage::lookup_list(*library_reference);
if (list) {
list->iterate(fn);
}
}
/* TODO hack to use the File Browser path, so we can keep all the import logic handled by the asset
* API. Get rid of this once the File Browser is integrated better with the asset list. */
static const char *assetlist_library_path_from_sfile_get_hack(const bContext *C)
{
SpaceFile *sfile = CTX_wm_space_file(C);
if (!sfile || !ED_fileselect_is_asset_browser(sfile)) {
return nullptr;
}
FileAssetSelectParams *asset_select_params = ED_fileselect_get_asset_params(sfile);
if (!asset_select_params) {
return nullptr;
}
return filelist_dir(sfile->files);
}
std::string ED_assetlist_asset_filepath_get(const bContext *C,
const AssetLibraryReference &library_reference,
const AssetHandle &asset_handle)
{
if (asset_handle.file_data->id || !asset_handle.file_data->asset_data) {
return {};
}
const char *library_path = ED_assetlist_library_path(&library_reference);
if (!library_path) {
library_path = assetlist_library_path_from_sfile_get_hack(C);
}
if (!library_path) {
return {};
}
const char *asset_relpath = asset_handle.file_data->relpath;
char path[FILE_MAX_LIBEXTRA];
BLI_join_dirfile(path, sizeof(path), library_path, asset_relpath);
return path;
}
ID *ED_assetlist_asset_local_id_get(const AssetHandle *asset_handle)
{
return asset_handle->file_data->asset_data ? asset_handle->file_data->id : nullptr;
}
ImBuf *ED_assetlist_asset_image_get(const AssetHandle *asset_handle)
{
ImBuf *imbuf = filelist_file_getimage(asset_handle->file_data);
if (imbuf) {
return imbuf;
}
return filelist_geticon_image_ex(asset_handle->file_data);
}
const char *ED_assetlist_library_path(const AssetLibraryReference *library_reference)
{
AssetList *list = AssetListStorage::lookup_list(*library_reference);
if (list) {
return list->filepath().data();
}
return nullptr;
}
/**
* \return True if the region needs a UI redraw.
*/
bool ED_assetlist_listen(const AssetLibraryReference *library_reference,
const wmNotifier *notifier)
{
AssetList *list = AssetListStorage::lookup_list(*library_reference);
if (list) {
return list->listen(*notifier);
}
return false;
}
/**
* \return The number of assets stored in the asset list for \a library_reference, or -1 if there
* is no list fetched for it.
*/
int ED_assetlist_size(const AssetLibraryReference *library_reference)
{
AssetList *list = AssetListStorage::lookup_list(*library_reference);
if (list) {
return list->size();
}
return -1;
}
/**
* Tag all asset lists in the storage that show main data as needing an update (re-fetch).
*
* This only tags the data. If the asset list is visible on screen, the space is still responsible
* for ensuring the necessary redraw. It can use #ED_assetlist_listen() to check if the asset-list
* needs a redraw for a given notifier.
*/
void ED_assetlist_storage_tag_main_data_dirty()
{
AssetListStorage::tagMainDataDirty();
}
/**
* Remapping of ID pointers within the asset lists. Typically called when an ID is deleted to clear
* all references to it (\a id_new is null then).
*/
void ED_assetlist_storage_id_remap(ID *id_old, ID *id_new)
{
AssetListStorage::remapID(id_old, id_new);
}
/**
* Can't wait for static deallocation to run. There's nested data allocated with our guarded
* allocator, it will complain about unfreed memory on exit.
*/
void ED_assetlist_storage_exit()
{
AssetListStorage::destruct();
}
/** \} */