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.
104 lines
4.4 KiB
C++
104 lines
4.4 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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/** \file
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* \ingroup editors
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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 AssetFilterSettings;
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struct AssetLibraryReference;
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struct Main;
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struct ReportList;
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struct bContext;
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struct wmNotifier;
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typedef struct AssetTempIDConsumer AssetTempIDConsumer;
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bool ED_asset_mark_id(const struct bContext *C, struct ID *id);
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bool ED_asset_clear_id(struct ID *id);
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bool ED_asset_can_make_single_from_context(const struct bContext *C);
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int ED_asset_library_reference_to_enum_value(const struct AssetLibraryReference *library);
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struct AssetLibraryReference ED_asset_library_reference_from_enum_value(int value);
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const struct EnumPropertyItem *ED_asset_library_reference_to_rna_enum_itemf(void);
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const char *ED_asset_handle_get_name(const AssetHandle *asset);
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AssetMetaData *ED_asset_handle_get_metadata(const AssetHandle *asset);
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struct ID *ED_asset_handle_get_local_id(const AssetHandle *asset);
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ID_Type ED_asset_handle_get_id_type(const AssetHandle *asset);
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int ED_asset_handle_get_preview_icon_id(const AssetHandle *asset);
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void ED_asset_handle_get_full_library_path(const struct bContext *C,
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const AssetLibraryReference *asset_library,
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const AssetHandle *asset,
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char r_full_lib_path[]);
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AssetTempIDConsumer *ED_asset_temp_id_consumer_create(const AssetHandle *handle);
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void ED_asset_temp_id_consumer_free(AssetTempIDConsumer **consumer);
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struct ID *ED_asset_temp_id_consumer_ensure_local_id(AssetTempIDConsumer *consumer,
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const struct bContext *C,
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const AssetLibraryReference *asset_library,
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ID_Type id_type,
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struct Main *bmain,
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struct ReportList *reports);
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void ED_assetlist_storage_fetch(const struct AssetLibraryReference *library_reference,
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const struct AssetFilterSettings *filter_settings,
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const struct bContext *C);
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void ED_assetlist_ensure_previews_job(const struct AssetLibraryReference *library_reference,
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struct bContext *C);
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void ED_assetlist_clear(const struct AssetLibraryReference *library_reference, struct bContext *C);
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bool ED_assetlist_storage_has_list_for_library(const AssetLibraryReference *library_reference);
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void ED_assetlist_storage_tag_main_data_dirty(void);
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void ED_assetlist_storage_id_remap(struct ID *id_old, struct ID *id_new);
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void ED_assetlist_storage_exit(void);
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struct ImBuf *ED_assetlist_asset_image_get(const AssetHandle *asset_handle);
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const char *ED_assetlist_library_path(const struct AssetLibraryReference *library_reference);
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bool ED_assetlist_listen(const struct AssetLibraryReference *library_reference,
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const struct wmNotifier *notifier);
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int ED_assetlist_size(const struct AssetLibraryReference *library_reference);
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void ED_operatortypes_asset(void);
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#ifdef __cplusplus
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}
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#endif
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/* TODO move to C++ asset-list header? */
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#ifdef __cplusplus
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# include <string>
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std::string ED_assetlist_asset_filepath_get(const bContext *C,
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const AssetLibraryReference &library_reference,
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const AssetHandle &asset_handle);
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# include "BLI_function_ref.hh"
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/* Can return false to stop iterating. */
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using AssetListIterFn = blender::FunctionRef<bool(FileDirEntry &)>;
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void ED_assetlist_iterate(const AssetLibraryReference *library_reference, AssetListIterFn fn);
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#endif
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