Cleanup: Move asset-handle functions to own file

Keeps files minimal and focused. I much prefer that over having all
kinds of stuff in general files like `asset_edit.cc`.
This commit is contained in:
Julian Eisel 2021-07-20 21:09:03 +02:00
parent 5a1b1c0ed2
commit e99801390c
3 changed files with 73 additions and 40 deletions

View File

@ -34,6 +34,7 @@ set(SRC
asset_list.cc
asset_ops.cc
asset_temp_id_consumer.cc
intern/asset_handle.cc
intern/asset_library_reference.cc
intern/asset_library_reference.hh

View File

@ -133,43 +133,3 @@ AssetLibraryReference ED_asset_library_reference_from_enum_value(int value)
}
return library;
}
const char *ED_asset_handle_get_name(const AssetHandle *asset)
{
return asset->file_data->name;
}
AssetMetaData *ED_asset_handle_get_metadata(const AssetHandle *asset)
{
return asset->file_data->asset_data;
}
ID *ED_asset_handle_get_local_id(const AssetHandle *asset)
{
return asset->file_data->id;
}
ID_Type ED_asset_handle_get_id_type(const AssetHandle *asset)
{
return static_cast<ID_Type>(asset->file_data->blentype);
}
int ED_asset_handle_get_preview_icon_id(const AssetHandle *asset)
{
return asset->file_data->preview_icon_id;
}
void ED_asset_handle_get_full_library_path(const bContext *C,
const AssetLibraryReference *asset_library,
const AssetHandle *asset,
char r_full_lib_path[FILE_MAX_LIBEXTRA])
{
*r_full_lib_path = '\0';
std::string asset_path = ED_assetlist_asset_filepath_get(C, *asset_library, *asset);
if (asset_path.empty()) {
return;
}
BLO_library_path_explode(asset_path.c_str(), r_full_lib_path, nullptr, nullptr);
}

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@ -0,0 +1,72 @@
/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
/** \file
* \ingroup edasset
*
* Asset-handle is a temporary design, not part of the core asset system design.
*
* Currently asset-list items are just file directory items (#FileDirEntry). So an asset-handle is
* just wraps a pointer to this. We try to abstract away the fact that it's just a file entry,
* although that doesn't always work (see #rna_def_asset_handle()).
*/
#include "DNA_asset_types.h"
#include "DNA_space_types.h"
#include "BLO_readfile.h"
#include "ED_asset.h"
const char *ED_asset_handle_get_name(const AssetHandle *asset)
{
return asset->file_data->name;
}
AssetMetaData *ED_asset_handle_get_metadata(const AssetHandle *asset)
{
return asset->file_data->asset_data;
}
ID *ED_asset_handle_get_local_id(const AssetHandle *asset)
{
return asset->file_data->id;
}
ID_Type ED_asset_handle_get_id_type(const AssetHandle *asset)
{
return static_cast<ID_Type>(asset->file_data->blentype);
}
int ED_asset_handle_get_preview_icon_id(const AssetHandle *asset)
{
return asset->file_data->preview_icon_id;
}
void ED_asset_handle_get_full_library_path(const bContext *C,
const AssetLibraryReference *asset_library,
const AssetHandle *asset,
char r_full_lib_path[FILE_MAX_LIBEXTRA])
{
*r_full_lib_path = '\0';
std::string asset_path = ED_assetlist_asset_filepath_get(C, *asset_library, *asset);
if (asset_path.empty()) {
return;
}
BLO_library_path_explode(asset_path.c_str(), r_full_lib_path, nullptr, nullptr);
}