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blender-archive/source/blender/editors/asset/ED_asset_mark_clear.h
Campbell Barton c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
much space.

Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile

While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
  use different header conventions.

doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00

50 lines
1.2 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup edasset
*/
#pragma once
#ifdef __cplusplus
extern "C" {
#endif
struct ID;
struct Main;
struct bContext;
/**
* Mark the datablock as asset.
*
* To ensure the datablock is saved, this sets Fake User.
*
* \return whether the datablock was marked as asset; false when it is not capable of becoming an
* asset, or when it already was an asset. */
bool ED_asset_mark_id(struct ID *id);
/**
* Generate preview image for the given datablock.
*
* The preview image might be generated using a background thread.
*/
void ED_asset_generate_preview(const struct bContext *C, struct ID *id);
/**
* Remove the asset metadata, turning the ID into a "normal" ID.
*
* This clears the Fake User. If for some reason the datablock is meant to be saved anyway, the
* caller is responsible for explicitly setting the Fake User.
*
* \return whether the asset metadata was actually removed; false when the ID was not an asset.
*/
bool ED_asset_clear_id(struct ID *id);
void ED_assets_pre_save(struct Main *bmain);
bool ED_asset_can_mark_single_from_context(const struct bContext *C);
#ifdef __cplusplus
}
#endif