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blender-archive/source/blender/editors/asset/intern/asset_library_reference.hh
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

33 lines
854 B
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup edasset
*
* Utility to extend #AssetLibraryReference with C++ functionality (operators, hash function, etc).
*/
#pragma once
#include <cstdint>
#include "DNA_asset_types.h"
namespace blender::ed::asset {
/**
* Wrapper to add logic to the AssetLibraryReference DNA struct.
*/
class AssetLibraryReferenceWrapper : public AssetLibraryReference {
public:
/* Intentionally not `explicit`, allow implicit conversion for convenience. Might have to be
* NOLINT */
AssetLibraryReferenceWrapper(const AssetLibraryReference &reference);
~AssetLibraryReferenceWrapper() = default;
friend bool operator==(const AssetLibraryReferenceWrapper &a,
const AssetLibraryReferenceWrapper &b);
uint64_t hash() const;
};
} // namespace blender::ed::asset