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blender-archive/source/blender/editors/include/ED_asset.h
Julian Eisel e850c2b06d Cleanup: Centralize/unify asset library reference from/to enum code
This was an open TODO, I wanted to have code for translating asset
library references from and to enum values in a central place, and
access that in the same way from both the Asset Browser and the
Workspace RNA code.

* Adds own file for the related functions.
* Adds doxygen comments.
* Updates RNA callbacks to properly use these functions.
* Let these functions call each other, avoid duplicating logic.
2021-07-21 19:35:39 +02:00

104 lines
4.4 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 editors
*/
#pragma once
#include "DNA_ID_enums.h"
#ifdef __cplusplus
extern "C" {
#endif
struct AssetFilterSettings;
struct AssetLibraryReference;
struct Main;
struct ReportList;
struct bContext;
struct wmNotifier;
typedef struct AssetTempIDConsumer AssetTempIDConsumer;
bool ED_asset_mark_id(const struct bContext *C, struct ID *id);
bool ED_asset_clear_id(struct ID *id);
bool ED_asset_can_make_single_from_context(const struct bContext *C);
int ED_asset_library_reference_to_enum_value(const struct AssetLibraryReference *library);
struct AssetLibraryReference ED_asset_library_reference_from_enum_value(int value);
const struct EnumPropertyItem *ED_asset_library_reference_to_rna_enum_itemf(void);
const char *ED_asset_handle_get_name(const AssetHandle *asset);
AssetMetaData *ED_asset_handle_get_metadata(const AssetHandle *asset);
struct ID *ED_asset_handle_get_local_id(const AssetHandle *asset);
ID_Type ED_asset_handle_get_id_type(const AssetHandle *asset);
int ED_asset_handle_get_preview_icon_id(const AssetHandle *asset);
void ED_asset_handle_get_full_library_path(const struct bContext *C,
const AssetLibraryReference *asset_library,
const AssetHandle *asset,
char r_full_lib_path[]);
AssetTempIDConsumer *ED_asset_temp_id_consumer_create(const AssetHandle *handle);
void ED_asset_temp_id_consumer_free(AssetTempIDConsumer **consumer);
struct ID *ED_asset_temp_id_consumer_ensure_local_id(AssetTempIDConsumer *consumer,
const struct bContext *C,
const AssetLibraryReference *asset_library,
ID_Type id_type,
struct Main *bmain,
struct ReportList *reports);
void ED_assetlist_storage_fetch(const struct AssetLibraryReference *library_reference,
const struct AssetFilterSettings *filter_settings,
const struct bContext *C);
void ED_assetlist_ensure_previews_job(const struct AssetLibraryReference *library_reference,
struct bContext *C);
void ED_assetlist_clear(const struct AssetLibraryReference *library_reference, struct bContext *C);
bool ED_assetlist_storage_has_list_for_library(const AssetLibraryReference *library_reference);
void ED_assetlist_storage_tag_main_data_dirty(void);
void ED_assetlist_storage_id_remap(struct ID *id_old, struct ID *id_new);
void ED_assetlist_storage_exit(void);
struct ImBuf *ED_assetlist_asset_image_get(const AssetHandle *asset_handle);
const char *ED_assetlist_library_path(const struct AssetLibraryReference *library_reference);
bool ED_assetlist_listen(const struct AssetLibraryReference *library_reference,
const struct wmNotifier *notifier);
int ED_assetlist_size(const struct AssetLibraryReference *library_reference);
void ED_operatortypes_asset(void);
#ifdef __cplusplus
}
#endif
/* TODO move to C++ asset-list header? */
#ifdef __cplusplus
# include <string>
std::string ED_assetlist_asset_filepath_get(const bContext *C,
const AssetLibraryReference &library_reference,
const AssetHandle &asset_handle);
# include "BLI_function_ref.hh"
/* Can return false to stop iterating. */
using AssetListIterFn = blender::FunctionRef<bool(FileDirEntry &)>;
void ED_assetlist_iterate(const AssetLibraryReference *library_reference, AssetListIterFn fn);
#endif