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blender-archive/source/blender/editors/include/ED_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

39 lines
893 B
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup editors
*
* The public API for assets is defined in dedicated headers. This is a utility file that just
* includes all of these.
*/
#pragma once
#ifdef __cplusplus
extern "C" {
#endif
/* Barely anything here. Just general editor level functions. Actual asset level code is in
* dedicated headers. */
void ED_operatortypes_asset(void);
#ifdef __cplusplus
}
#endif
#include "../asset/ED_asset_catalog.h"
#include "../asset/ED_asset_filter.h"
#include "../asset/ED_asset_handle.h"
#include "../asset/ED_asset_library.h"
#include "../asset/ED_asset_list.h"
#include "../asset/ED_asset_mark_clear.h"
#include "../asset/ED_asset_temp_id_consumer.h"
#include "../asset/ED_asset_type.h"
/* C++ only headers. */
#ifdef __cplusplus
# include "../asset/ED_asset_catalog.hh"
# include "../asset/ED_asset_list.hh"
#endif