2020-12-11 18:15:25 +01:00
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/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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/** \file
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* \ingroup bke
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*/
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2021-01-04 03:10:22 +01:00
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#pragma once
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2021-10-25 13:02:08 +02:00
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#include "BLI_compiler_attrs.h"
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2020-12-11 18:15:25 +01:00
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#include "BLI_utildefines.h"
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Assets: add Asset Catalog system
Catalogs work like directories on disk (without hard-/symlinks), in that
an asset is only contained in one catalog.
See T90066 for design considerations.
#### Known Limitations
Only a single catalog definition file (CDF), is supported, at
`${ASSET_LIBRARY_ROOT}/blender_assets.cats.txt`. In the future this is
to be expanded to support arbitrary CDFs (like one per blend file, one
per subdirectory, etc.).
The current implementation is based on the asset browser, which in
practice means that the asset browser owns the `AssetCatalogService`
instance for the selected asset library. In the future these instances
will be accessible via a less UI-bound asset system.
The UI is still very rudimentary, only showing the catalog ID for the
currently selected asset. Most notably, the loaded catalogs are not
shown yet. The UI is being implemented and will be merged soon.
#### Catalog Identifiers
Catalogs are internally identified by UUID. In older designs this was a
human-readable name, which has the problem that it has to be kept in
sync with its semantics (so when renaming a catalog from X to Y, the
UUID can be kept the same).
Since UUIDs don't communicate any human-readable information, the
mapping from catalog UUID to its path (stored in the Catalog Definition
File, CDF) is critical for understanding which asset is stored in which
human-readable catalog. To make this less critical, and to allow manual
data reconstruction after a CDF is lost/corrupted, each catalog also has
a "simple name" that's stored along with the UUID. This is also stored
on each asset, next to the catalog UUID.
#### Writing to Disk
Before saving asset catalogs to disk, the to-be-overwritten file gets
inspected. Any new catalogs that are found thre are loaded to memory
before writing the catalogs back to disk:
- Changed catalog path: in-memory data wins
- Catalogs deleted on disk: they are recreated based on in-memory data
- Catalogs deleted in memory: deleted on disk as well
- New catalogs on disk: are loaded and thus survive the overwriting
#### Tree Design
This implements the initial tree structure to load catalogs into. See
T90608, and the basic design in T90066.
Reviewed By: Severin
Maniphest Tasks: T91552
Differential Revision: https://developer.blender.org/D12589
2021-09-23 14:56:45 +02:00
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#include "DNA_asset_types.h"
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2020-12-11 18:15:25 +01:00
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#ifdef __cplusplus
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extern "C" {
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#endif
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2021-07-08 22:16:50 +02:00
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struct AssetLibraryReference;
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2021-10-25 13:02:08 +02:00
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struct AssetMetaData;
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2020-12-11 18:15:25 +01:00
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struct BlendDataReader;
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2020-12-16 06:26:23 +01:00
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struct BlendWriter;
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2020-12-11 18:15:25 +01:00
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struct ID;
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2021-10-25 13:02:08 +02:00
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struct IDProperty;
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2020-12-11 18:15:25 +01:00
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struct PreviewImage;
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2021-10-25 13:02:08 +02:00
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typedef void (*PreSaveFn)(void *asset_ptr, struct AssetMetaData *asset_data);
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typedef struct AssetTypeInfo {
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/**
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* For local assets (assets in the current .blend file), a callback to execute before the file is
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* saved.
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*/
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PreSaveFn pre_save_fn;
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} AssetTypeInfo;
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2020-12-11 18:15:25 +01:00
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struct AssetMetaData *BKE_asset_metadata_create(void);
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void BKE_asset_metadata_free(struct AssetMetaData **asset_data);
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struct AssetTagEnsureResult {
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struct AssetTag *tag;
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/* Set to false if a tag of this name was already present. */
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bool is_new;
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};
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struct AssetTag *BKE_asset_metadata_tag_add(struct AssetMetaData *asset_data, const char *name);
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2021-12-07 07:19:15 +01:00
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/**
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* Make sure there is a tag with name \a name, create one if needed.
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*/
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2020-12-11 18:15:25 +01:00
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struct AssetTagEnsureResult BKE_asset_metadata_tag_ensure(struct AssetMetaData *asset_data,
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const char *name);
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void BKE_asset_metadata_tag_remove(struct AssetMetaData *asset_data, struct AssetTag *tag);
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2021-09-24 03:31:23 +02:00
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/** Clean up the catalog ID (white-spaces removed, length reduced, etc.) and assign it. */
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Assets: add Asset Catalog system
Catalogs work like directories on disk (without hard-/symlinks), in that
an asset is only contained in one catalog.
See T90066 for design considerations.
#### Known Limitations
Only a single catalog definition file (CDF), is supported, at
`${ASSET_LIBRARY_ROOT}/blender_assets.cats.txt`. In the future this is
to be expanded to support arbitrary CDFs (like one per blend file, one
per subdirectory, etc.).
The current implementation is based on the asset browser, which in
practice means that the asset browser owns the `AssetCatalogService`
instance for the selected asset library. In the future these instances
will be accessible via a less UI-bound asset system.
The UI is still very rudimentary, only showing the catalog ID for the
currently selected asset. Most notably, the loaded catalogs are not
shown yet. The UI is being implemented and will be merged soon.
#### Catalog Identifiers
Catalogs are internally identified by UUID. In older designs this was a
human-readable name, which has the problem that it has to be kept in
sync with its semantics (so when renaming a catalog from X to Y, the
UUID can be kept the same).
Since UUIDs don't communicate any human-readable information, the
mapping from catalog UUID to its path (stored in the Catalog Definition
File, CDF) is critical for understanding which asset is stored in which
human-readable catalog. To make this less critical, and to allow manual
data reconstruction after a CDF is lost/corrupted, each catalog also has
a "simple name" that's stored along with the UUID. This is also stored
on each asset, next to the catalog UUID.
#### Writing to Disk
Before saving asset catalogs to disk, the to-be-overwritten file gets
inspected. Any new catalogs that are found thre are loaded to memory
before writing the catalogs back to disk:
- Changed catalog path: in-memory data wins
- Catalogs deleted on disk: they are recreated based on in-memory data
- Catalogs deleted in memory: deleted on disk as well
- New catalogs on disk: are loaded and thus survive the overwriting
#### Tree Design
This implements the initial tree structure to load catalogs into. See
T90608, and the basic design in T90066.
Reviewed By: Severin
Maniphest Tasks: T91552
Differential Revision: https://developer.blender.org/D12589
2021-09-23 14:56:45 +02:00
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void BKE_asset_metadata_catalog_id_clear(struct AssetMetaData *asset_data);
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void BKE_asset_metadata_catalog_id_set(struct AssetMetaData *asset_data,
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bUUID catalog_id,
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const char *catalog_simple_name);
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2021-07-08 22:16:50 +02:00
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void BKE_asset_library_reference_init_default(struct AssetLibraryReference *library_ref);
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2021-10-25 13:02:08 +02:00
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void BKE_asset_metadata_idprop_ensure(struct AssetMetaData *asset_data, struct IDProperty *prop);
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struct IDProperty *BKE_asset_metadata_idprop_find(const struct AssetMetaData *asset_data,
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const char *name) ATTR_WARN_UNUSED_RESULT;
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2020-12-11 23:16:29 +01:00
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struct PreviewImage *BKE_asset_metadata_preview_get_from_id(const struct AssetMetaData *asset_data,
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const struct ID *owner_id);
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2020-12-11 18:15:25 +01:00
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void BKE_asset_metadata_write(struct BlendWriter *writer, struct AssetMetaData *asset_data);
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void BKE_asset_metadata_read(struct BlendDataReader *reader, struct AssetMetaData *asset_data);
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#ifdef __cplusplus
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}
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#endif
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