Cleanup: Use asset utility function to get the asset .blend path
For this to work, the utility function needs to be callable without context, which is only needed for a File Browser specific hack anyway (doesn't apply to this usage of it).
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@ -500,7 +500,7 @@ std::string ED_assetlist_asset_filepath_get(const bContext *C,
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return {};
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}
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const char *library_path = ED_assetlist_library_path(&library_reference);
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if (!library_path) {
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if (!library_path && C) {
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library_path = assetlist_library_path_from_sfile_get_hack(C);
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}
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if (!library_path) {
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@ -58,12 +58,10 @@ static void asset_view_item_but_drag_set(uiBut *but,
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return;
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}
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const blender::StringRef asset_list_path = ED_assetlist_library_path(&list_data->asset_library);
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char blend_path[FILE_MAX_LIBEXTRA];
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ED_asset_handle_get_full_library_path(NULL, &list_data->asset_library, asset_handle, blend_path);
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char path[FILE_MAX_LIBEXTRA];
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BLI_join_dirfile(path, sizeof(path), asset_list_path.data(), asset_handle->file_data->relpath);
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if (BLO_library_path_explode(path, blend_path, nullptr, nullptr)) {
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if (blend_path[0]) {
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ImBuf *imbuf = ED_assetlist_asset_image_get(asset_handle);
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UI_but_drag_set_asset(but,
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asset_handle->file_data->name,
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