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
80 lines
2.5 KiB
C++
80 lines
2.5 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup bke
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*/
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#pragma once
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#ifndef __cplusplus
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# error This is a C++-only header file.
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#endif
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#include "BKE_asset_library.hh"
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#include "BLI_map.hh"
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#include <memory>
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namespace blender::bke {
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/**
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* Global singleton-ish that provides access to individual #AssetLibrary instances.
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*
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* Whenever a blend file is loaded, the existing instance of AssetLibraryService is destructed, and
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* a new one is created -- hence the "singleton-ish". This ensures only information about relevant
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* asset libraries is loaded.
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*
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* \note How Asset libraries are identified may change in the future.
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* For now they are assumed to be:
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* - on disk (identified by the absolute directory), or
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* - the "current file" library (which is in memory but could have catalogs
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* loaded from a file on disk).
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*/
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class AssetLibraryService {
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public:
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using AssetLibraryPtr = std::unique_ptr<AssetLibrary>;
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AssetLibraryService() = default;
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~AssetLibraryService() = default;
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/** Return the AssetLibraryService singleton, allocating it if necessary. */
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static AssetLibraryService *get();
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/** Destroy the AssetLibraryService singleton. It will be reallocated by #get() if necessary. */
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static void destroy();
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/**
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* Get the given asset library. Opens it (i.e. creates a new AssetLibrary instance) if necessary.
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*/
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AssetLibrary *get_asset_library_on_disk(StringRefNull top_level_directory);
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/** Get the "Current File" asset library. */
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AssetLibrary *get_asset_library_current_file();
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/** Returns whether there are any known asset libraries with unsaved catalog edits. */
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bool has_any_unsaved_catalogs() const;
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protected:
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static std::unique_ptr<AssetLibraryService> instance_;
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/* Mapping absolute path of the library's top-level directory to the AssetLibrary instance. */
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Map<std::string, AssetLibraryPtr> on_disk_libraries_;
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AssetLibraryPtr current_file_library_;
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/* Handlers for managing the life cycle of the AssetLibraryService instance. */
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bCallbackFuncStore on_load_callback_store_;
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static bool atexit_handler_registered_;
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/** Allocate a new instance of the service and assign it to `instance_`. */
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static void allocate_service_instance();
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/**
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* Ensure the AssetLibraryService instance is destroyed before a new blend file is loaded.
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* This makes memory management simple, and ensures a fresh start for every blend file. */
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void app_handler_register();
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void app_handler_unregister();
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};
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} // namespace blender::bke
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