Blender V4.3
blender::ed::asset::list Namespace Reference

Classes

class  AssetList
 
class  FileListWrapper
 
class  PreviewTimer
 

Typedefs

using AssetListHandleIterFn = FunctionRef<bool(AssetHandle)>
 
using AssetListIterFn = FunctionRef<bool(asset_system::AssetRepresentation &)>
 

Functions

void asset_reading_region_listen_fn (const wmRegionListenerParams *params)
 
C-API
asset_system::AssetLibrarylibrary_get_once_available (const AssetLibraryReference &library_reference)
 
void iterate (const AssetLibraryReference &library_reference, AssetListHandleIterFn fn, FunctionRef< bool(asset_system::AssetRepresentation &)> prefilter_fn=nullptr)
 
void iterate (const AssetLibraryReference &library_reference, AssetListIterFn fn)
 
void storage_fetch (const AssetLibraryReference *library_reference, const bContext *C)
 
bool is_loaded (const AssetLibraryReference *library_reference)
 
void previews_fetch (const AssetLibraryReference *library_reference, const bContext *C)
 
void clear (const AssetLibraryReference *library_reference, const bContext *C)
 
void clear_all_library (const bContext *C)
 
bool storage_has_list_for_library (const AssetLibraryReference *library_reference)
 
void storage_exit ()
 
AssetHandle asset_handle_get_by_index (const AssetLibraryReference *library_reference, int asset_index)
 
asset_system::AssetRepresentationasset_get_by_index (const AssetLibraryReference &library_reference, int asset_index)
 
bool asset_image_is_loading (const AssetLibraryReference *library_reference, const AssetHandle *asset_handle)
 
void asset_preview_ensure_requested (const bContext &C, const AssetLibraryReference *library_reference, AssetHandle *asset_handle)
 
ImBufasset_image_get (const AssetHandle *asset_handle)
 
bool listen (const wmNotifier *notifier)
 
int size (const AssetLibraryReference *library_reference)
 

Runtime asset list cache

using AssetListMap = Map<AssetLibraryReference, AssetList>
 
using is_new_t = bool
 
void storage_tag_main_data_dirty ()
 
void storage_id_remap (ID *id_old, ID *id_new)
 
static AssetListMapglobal_storage ()
 
static AssetListlookup_list (const AssetLibraryReference &library_ref)
 
static std::optional< eFileSelectTypeasset_library_reference_to_fileselect_type (const AssetLibraryReference &library_reference)
 
static std::tuple< AssetList &, is_new_tensure_list_storage (const AssetLibraryReference &library_reference, eFileSelectType filesel_type)
 

Typedef Documentation

◆ AssetListHandleIterFn

Can return false to stop iterating.

Definition at line 43 of file ED_asset_list.hh.

◆ AssetListIterFn

◆ AssetListMap

A global asset list map, each entry being a list for a specific asset library.

Definition at line 373 of file asset_list.cc.

◆ is_new_t

Definition at line 419 of file asset_list.cc.

Function Documentation

◆ asset_get_by_index()

asset_system::AssetRepresentation * blender::ed::asset::list::asset_get_by_index ( const AssetLibraryReference & library_reference,
int asset_index )

◆ asset_handle_get_by_index()

AssetHandle blender::ed::asset::list::asset_handle_get_by_index ( const AssetLibraryReference * library_reference,
int asset_index )

Definition at line 556 of file asset_list.cc.

References lookup_list().

Referenced by asset_get_by_index(), and asset_view_draw_item().

◆ asset_image_get()

ImBuf * blender::ed::asset::list::asset_image_get ( const AssetHandle * asset_handle)

◆ asset_image_is_loading()

bool blender::ed::asset::list::asset_image_is_loading ( const AssetLibraryReference * library_reference,
const AssetHandle * asset_handle )

Definition at line 570 of file asset_list.cc.

References lookup_list().

Referenced by blender::ed::asset::shelf::AssetViewItem::build_grid_tile().

◆ asset_library_reference_to_fileselect_type()

static std::optional< eFileSelectType > blender::ed::asset::list::asset_library_reference_to_fileselect_type ( const AssetLibraryReference & library_reference)
static

◆ asset_preview_ensure_requested()

void blender::ed::asset::list::asset_preview_ensure_requested ( const bContext & C,
const AssetLibraryReference * library_reference,
AssetHandle * asset_handle )

◆ asset_reading_region_listen_fn()

◆ clear()

void blender::ed::asset::list::clear ( const AssetLibraryReference * library_reference,
const bContext * C )

Clears this asset library and the "All" asset library for reload in both the static asset list storage, as well as for all open asset browsers. Call this whenever the content of the given asset library changed in a way that a reload is necessary.

Definition at line 486 of file asset_list.cc.

References ASSET_LIBRARY_ALL, FileAssetSelectParams::asset_library_ref, SpaceFile::asset_params, SpaceFile::browse_mode, clear_all_library(), CTX_wm_manager(), ED_fileselect_clear(), FILE_BROWSE_MODE_ASSETS, LISTBASE_FOREACH, lookup_list(), SPACE_FILE, AssetLibraryReference::type, wmWindowManager::windows, and WM_window_get_active_screen().

Referenced by blender::ed::asset::asset_library_refresh_exec(), clear_all_library(), and blender::ed::sculpt_paint::refresh_asset_library().

◆ clear_all_library()

void blender::ed::asset::list::clear_all_library ( const bContext * C)

Clears the all asset library for reload in both the static asset list storage, as well as for all open asset browsers. Call this whenever any asset library content changed in a way that a reload is necessary.

Definition at line 517 of file asset_list.cc.

References blender::asset_system::all_library_reference(), and clear().

Referenced by clear(), preferences_asset_library_add_exec(), and preferences_asset_library_remove_exec().

◆ ensure_list_storage()

◆ global_storage()

static AssetListMap & blender::ed::asset::list::global_storage ( )
static

Wrapper for Construct on First Use idiom, to avoid the Static Initialization Fiasco.

Definition at line 378 of file asset_list.cc.

References global_storage().

Referenced by ensure_list_storage(), global_storage(), lookup_list(), storage_exit(), storage_id_remap(), and storage_tag_main_data_dirty().

◆ is_loaded()

◆ iterate() [1/2]

void blender::ed::asset::list::iterate ( const AssetLibraryReference & library_reference,
AssetListHandleIterFn fn,
FunctionRef< bool(asset_system::AssetRepresentation &)> prefilter_fn = nullptr )
Warning
Never keep the asset handle passed to fn outside of fn's scope. While iterating, the file data wrapped by the asset handle can be freed, since the file cache has a maximum size.
Note
It is recommended to prefilter assets using prefilter_fn, which avoids populating the file cache with files that will not end up being relevant. With 1000s of assets that can make a difference, since often only a small subset needs to be displayed.

Definition at line 528 of file asset_list.cc.

References lookup_list().

Referenced by blender::ed::asset::build_filtered_all_catalog_tree(), blender::ed::asset::build_filtered_catalog_tree(), blender::ed::asset::shelf::AssetView::build_items(), blender::ed::asset::find_asset_from_weak_ref(), blender::ed::space_node::gather_search_link_ops_for_all_assets(), blender::ed::asset::get_local_asset_from_relative_identifier(), and populate_asset_collection().

◆ iterate() [2/2]

void blender::ed::asset::list::iterate ( const AssetLibraryReference & library_reference,
AssetListIterFn fn )
Note
This override avoids the file caching system, so it's more performant and avoids pitfals from the other override. Prefer this when access to #AssetRepresentation is enough, and no AssetHandle is needed.

Definition at line 538 of file asset_list.cc.

References lookup_list().

◆ library_get_once_available()

asset_system::AssetLibrary * blender::ed::asset::list::library_get_once_available ( const AssetLibraryReference & library_reference)

Get the asset library being read into an asset-list and identified using library_reference.

Note
The asset library may be allocated and loaded asynchronously, so it's not available right after fetching, and this function will return null. The asset list code sends NC_ASSET | ND_ASSET_LIST_READING notifiers until loading is done, they can be used to continuously call this function to retrieve the asset library once available.

Definition at line 546 of file asset_list.cc.

References lookup_list().

Referenced by blender::ed::asset::shelf::build_asset_view(), blender::ed::asset::build_filtered_all_catalog_tree(), blender::ed::asset::shelf::AssetView::build_items(), blender::ed::geometry::catalog_assets_draw(), blender::ed::asset::shelf::catalog_selector_panel_draw(), blender::ed::asset::shelf::catalog_tree_draw(), blender::ed::asset::find_asset_from_weak_ref(), blender::ed::object::ui_template_modifier_asset_menu_items(), and blender::ed::geometry::ui_template_node_operator_asset_menu_items().

◆ listen()

bool blender::ed::asset::list::listen ( const wmNotifier * notifier)
Returns
True if the region needs a UI redraw.

Definition at line 595 of file asset_list.cc.

References blender::ed::asset::list::AssetList::listen().

Referenced by asset_view_listener(), and blender::ed::asset::shelf::region_listen().

◆ lookup_list()

◆ previews_fetch()

void blender::ed::asset::list::previews_fetch ( const AssetLibraryReference * library_reference,
const bContext * C )

Definition at line 478 of file asset_list.cc.

References lookup_list().

Referenced by blender::ed::asset::shelf::build_asset_view(), and uiTemplateAssetView().

◆ size()

int blender::ed::asset::list::size ( const AssetLibraryReference * library_reference)
Returns
The number of assets stored in the asset list for library_reference, or -1 if there is no list fetched for it.

Definition at line 600 of file asset_list.cc.

References lookup_list().

Referenced by uiTemplateAssetView().

◆ storage_exit()

void blender::ed::asset::list::storage_exit ( )

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.

Definition at line 609 of file asset_list.cc.

References blender::Map< Key, Value, InlineBufferCapacity, ProbingStrategy, Hash, IsEqual, Slot, Allocator >::clear_and_shrink(), and global_storage().

◆ storage_fetch()

void blender::ed::asset::list::storage_fetch ( const AssetLibraryReference * library_reference,
const bContext * C )

Invoke asset list reading, potentially in a parallel job. Won't wait until the job is done, and may return earlier.

Warning
: Asset list reading involves an AS_asset_library_load() call which may reload asset library data like catalogs (invalidating pointers). Refer to its warning for details.

Definition at line 452 of file asset_list.cc.

References asset_library_reference_to_fileselect_type(), and ensure_list_storage().

Referenced by blender::ed::asset::shelf::asset_shelf_header_draw(), blender::ed::asset::shelf::build_asset_view(), blender::ed::asset::build_filtered_all_catalog_tree(), blender::ed::asset::find_asset_from_weak_ref(), blender::ed::space_node::gather_search_link_ops_for_all_assets(), blender::ed::asset::get_local_asset_from_relative_identifier(), and uiTemplateAssetView().

◆ storage_has_list_for_library()

bool blender::ed::asset::list::storage_has_list_for_library ( const AssetLibraryReference * library_reference)

Definition at line 523 of file asset_list.cc.

References lookup_list().

Referenced by blender::ed::asset::asset_library_refresh_poll().

◆ storage_id_remap()

void blender::ed::asset::list::storage_id_remap ( ID * id_old,
ID * id_new )

Remapping of ID pointers within the asset lists. Typically called when an ID is deleted to clear all references to it (id_new is null then).

Definition at line 396 of file asset_list.cc.

References global_storage(), and blender::Map< Key, Value, InlineBufferCapacity, ProbingStrategy, Hash, IsEqual, Slot, Allocator >::values().

Referenced by WM_main_remap_editor_id_reference().

◆ storage_tag_main_data_dirty()

void blender::ed::asset::list::storage_tag_main_data_dirty ( )

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 listen() to check if the asset-list needs a redraw for a given notifier.

Definition at line 389 of file asset_list.cc.

References global_storage(), and blender::Map< Key, Value, InlineBufferCapacity, ProbingStrategy, Hash, IsEqual, Slot, Allocator >::values().

Referenced by asset_view_listener(), blender::ed::asset::clear_id(), and blender::ed::asset::mark_id().