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blender-archive/source/blender/blenkernel/intern/asset_library_service.hh
Campbell Barton c434782e3a File headers: SPDX License migration
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
2022-02-11 09:14:36 +11:00

80 lines
2.5 KiB
C++

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