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blender-archive/source/blender/editors/asset/ED_asset_indexer.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

37 lines
1.0 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup edasset
*/
#pragma once
#ifdef __cplusplus
extern "C" {
#endif
#include "ED_file_indexer.h"
/**
* File Indexer Service for indexing asset files.
*
* Opening and parsing a large collection of asset files inside a library can take a lot of time.
* To reduce the time it takes the files are indexed.
*
* - Index files are created for each blend file in the asset library, even when the blend file
* doesn't contain any assets.
* - Indexes are stored in an persistent cache folder (`BKE_appdir_folder_caches` +
* `asset_library_indexes/{asset_library_dir}/{asset_index_file.json}`).
* - The content of the indexes are used when:
* - Index exists and can be opened
* - Last modification date is earlier than the file it represents.
* - The index file version is the latest.
* - Blend files without any assets can be determined by the size of the index file for some
* additional performance.
*/
extern const FileIndexerType file_indexer_asset;
#ifdef __cplusplus
}
#endif