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
38 lines
1.3 KiB
C++
38 lines
1.3 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup edasset
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*
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* Asset-handle is a temporary design, not part of the core asset system design.
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*
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* Currently asset-list items are just file directory items (#FileDirEntry). So an asset-handle
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* just wraps a pointer to this. We try to abstract away the fact that it's just a file entry,
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* although that doesn't always work (see #rna_def_asset_handle()).
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*/
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#pragma once
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#include "DNA_ID_enums.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct AssetHandle;
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struct AssetLibraryReference;
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struct bContext;
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const char *ED_asset_handle_get_name(const struct AssetHandle *asset);
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struct AssetMetaData *ED_asset_handle_get_metadata(const struct AssetHandle *asset);
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struct ID *ED_asset_handle_get_local_id(const struct AssetHandle *asset);
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ID_Type ED_asset_handle_get_id_type(const struct AssetHandle *asset);
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int ED_asset_handle_get_preview_icon_id(const struct AssetHandle *asset);
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void ED_asset_handle_get_full_library_path(const struct bContext *C,
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const struct AssetLibraryReference *asset_library_ref,
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const struct AssetHandle *asset,
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char r_full_lib_path[]);
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#ifdef __cplusplus
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}
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#endif
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