45 lines
1.3 KiB
C++
45 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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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 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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#ifdef __cplusplus
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namespace blender::ed::asset {
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/** If the ID already exists in the database, return it, otherwise add it. */
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ID *get_local_id_from_asset_or_append_and_reuse(Main &bmain, AssetHandle asset);
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} // namespace blender::ed::asset
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#endif
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