This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/source/blender/blenkernel/BKE_asset.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

74 lines
2.4 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup bke
*/
#pragma once
#include "BLI_compiler_attrs.h"
#include "BLI_utildefines.h"
#include "DNA_asset_types.h"
#ifdef __cplusplus
extern "C" {
#endif
struct AssetLibraryReference;
struct AssetMetaData;
struct BlendDataReader;
struct BlendWriter;
struct ID;
struct IDProperty;
struct PreviewImage;
typedef void (*PreSaveFn)(void *asset_ptr, struct AssetMetaData *asset_data);
typedef struct AssetTypeInfo {
/**
* For local assets (assets in the current .blend file), a callback to execute before the file is
* saved.
*/
PreSaveFn pre_save_fn;
} AssetTypeInfo;
struct AssetMetaData *BKE_asset_metadata_create(void);
void BKE_asset_metadata_free(struct AssetMetaData **asset_data);
struct AssetTagEnsureResult {
struct AssetTag *tag;
/* Set to false if a tag of this name was already present. */
bool is_new;
};
struct AssetTag *BKE_asset_metadata_tag_add(struct AssetMetaData *asset_data, const char *name);
/**
* Make sure there is a tag with name \a name, create one if needed.
*/
struct AssetTagEnsureResult BKE_asset_metadata_tag_ensure(struct AssetMetaData *asset_data,
const char *name);
void BKE_asset_metadata_tag_remove(struct AssetMetaData *asset_data, struct AssetTag *tag);
/** Clean up the catalog ID (white-spaces removed, length reduced, etc.) and assign it. */
void BKE_asset_metadata_catalog_id_clear(struct AssetMetaData *asset_data);
void BKE_asset_metadata_catalog_id_set(struct AssetMetaData *asset_data,
bUUID catalog_id,
const char *catalog_simple_name);
void BKE_asset_library_reference_init_default(struct AssetLibraryReference *library_ref);
void BKE_asset_metadata_idprop_ensure(struct AssetMetaData *asset_data, struct IDProperty *prop);
struct IDProperty *BKE_asset_metadata_idprop_find(const struct AssetMetaData *asset_data,
const char *name) ATTR_WARN_UNUSED_RESULT;
struct PreviewImage *BKE_asset_metadata_preview_get_from_id(const struct AssetMetaData *asset_data,
const struct ID *owner_id);
void BKE_asset_metadata_write(struct BlendWriter *writer, struct AssetMetaData *asset_data);
void BKE_asset_metadata_read(struct BlendDataReader *reader, struct AssetMetaData *asset_data);
#ifdef __cplusplus
}
#endif