Although currently only the asset list code uses the asset library reference wrapper, it can stand on its own and may be used in more places in the future. So I prefer to give it its own source & header file. Also removed unused includes, added proper namespaces as per our C++ style guidelines, and removed an unnecessary TODO comment.
47 lines
1.5 KiB
C++
47 lines
1.5 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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/** \file
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* \ingroup edasset
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*
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* Utility to extend #AssetLibraryReference with C++ functionality (operators, hash function, etc).
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*/
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#pragma once
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#include <cstdint>
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#include "DNA_asset_types.h"
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namespace blender::ed::asset {
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/**
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* Wrapper to add logic to the AssetLibraryReference DNA struct.
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*/
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class AssetLibraryReferenceWrapper : public AssetLibraryReference {
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public:
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/* Intentionally not `explicit`, allow implicit conversion for convenience. Might have to be
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* NOLINT */
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AssetLibraryReferenceWrapper(const AssetLibraryReference &reference);
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~AssetLibraryReferenceWrapper() = default;
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friend bool operator==(const AssetLibraryReferenceWrapper &a,
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const AssetLibraryReferenceWrapper &b);
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uint64_t hash() const;
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};
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} // namespace blender::ed::asset
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