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blender-archive/source/blender/editors/asset/ED_asset_library.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

40 lines
1.1 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup edasset
*/
#pragma once
#include "DNA_asset_types.h"
#ifdef __cplusplus
extern "C" {
#endif
/**
* Return an index that can be used to uniquely identify \a library, assuming
* that all relevant indices were created with this function.
*/
int ED_asset_library_reference_to_enum_value(const AssetLibraryReference *library);
/**
* Return an asset library reference matching the index returned by
* #ED_asset_library_reference_to_enum_value().
*/
AssetLibraryReference ED_asset_library_reference_from_enum_value(int value);
/**
* Translate all available asset libraries to an RNA enum, whereby the enum values match the result
* of #ED_asset_library_reference_to_enum_value() for any given library.
*
* Since this is meant for UI display, skips non-displayable libraries, that is, libraries with an
* empty name or path.
*
* \param include_local_library: Whether to include the "Current File" library or not.
*/
const struct EnumPropertyItem *ED_asset_library_reference_to_rna_enum_itemf(
bool include_local_library);
#ifdef __cplusplus
}
#endif