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blender-archive/source/blender/editors/include/ED_asset.h
Julian Eisel 2d3e5eda3f Assets/UI: Resolve major asset view UI template limitation
Before this, all asset view templates showing the same asset library
would show the same assets, even if they should show different ID types.
That was a major limitation since the design did forsee that this
template can be put anywhere in the UI to display various sub-sets of
assets.

Initially I did the ID type filtering close to the asset-list reading,
because I wanted to optimize reading so that we would only actually read
asset information from disk of the ID type to be shown. But this will be
quite complex and I'm not sure if I'll get to work on this anytime soon.
So this commit moves the filtering to the template display level solving
this limitation.

Note: This also adds the code to filter by tags, together with the ID
type. But it's not actually used anywhere yet.
2021-07-29 17:35:06 +02:00

50 lines
1.4 KiB
C++

/*
* 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 editors
*
* The public API for assets is defined in dedicated headers. This is a utility file that just
* includes all of these.
*/
#pragma once
#ifdef __cplusplus
extern "C" {
#endif
/* Barely anything here. Just general editor level functions. Actual asset level code is in
* dedicated headers. */
void ED_operatortypes_asset(void);
#ifdef __cplusplus
}
#endif
#include "../asset/ED_asset_filter.h"
#include "../asset/ED_asset_handle.h"
#include "../asset/ED_asset_library.h"
#include "../asset/ED_asset_list.h"
#include "../asset/ED_asset_mark_clear.h"
#include "../asset/ED_asset_temp_id_consumer.h"
/* C++ only headers. */
#ifdef __cplusplus
# include "../asset/ED_asset_list.hh"
#endif