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blender-archive/source/blender/editors/asset/ED_asset_handle.h
Julian Eisel 64bb49fa4e Cleanup: Move reorganize asset files
I'm trying to move away from general files with lots of things in them,
and instead have many small & focused files. I find that easier to
work with since everything has clear responsibilities, even if there is
some minor overhead in managing all these files.
I also try to differentiate more clearly between public and internal
files. So source files and internal headers are in a `intern/`
sub-directory, public functions are in a number of headers one level
higher.
For convenience and to make this compatible with our existing general
headers in `editors/include`, I made the `ED_asset.h` there include all
these public headers.
This is of course a bit of an experiment, let's see how it works in
practice.

Also corrected the name of `ED_asset_can_make_single_from_context()`.
2021-07-21 20:41:29 +02:00

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1.6 KiB
C++

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
/** \file
* \ingroup edasset
*/
#pragma once
#include "DNA_ID_enums.h"
#ifdef __cplusplus
extern "C" {
#endif
struct AssetHandle;
struct AssetLibraryReference;
struct bContext;
const char *ED_asset_handle_get_name(const struct AssetHandle *asset);
struct AssetMetaData *ED_asset_handle_get_metadata(const struct AssetHandle *asset);
struct ID *ED_asset_handle_get_local_id(const struct AssetHandle *asset);
ID_Type ED_asset_handle_get_id_type(const struct AssetHandle *asset);
int ED_asset_handle_get_preview_icon_id(const struct AssetHandle *asset);
void ED_asset_handle_get_full_library_path(const struct bContext *C,
const struct AssetLibraryReference *asset_library,
const struct AssetHandle *asset,
char r_full_lib_path[]);
#ifdef __cplusplus
}
#endif