No user visible changes expected. If an asset library is located on disk, store the path to it in the asset library data. This is called the "root path" now. With this we can construct an asset identifier, which is introduced in the following commit.
20 lines
466 B
C++
20 lines
466 B
C++
/* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup asset_system
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*/
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#pragma once
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#include "BLI_string_ref.hh"
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namespace blender::asset_system::utils {
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/**
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* Returns a normalized directory path with a trailing slash, and a maximum length of #PATH_MAX.
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* Slashes are not converted to native format (they probably should be though?).
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*/
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std::string normalize_directory_path(StringRef directory);
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} // namespace blender::asset_system::utils
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