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Diffstat (limited to 'source/blender/editors/asset/ED_asset_list.h')
-rw-r--r--source/blender/editors/asset/ED_asset_list.h26
1 files changed, 26 insertions, 0 deletions
diff --git a/source/blender/editors/asset/ED_asset_list.h b/source/blender/editors/asset/ED_asset_list.h
index 61d7729b651..669bb6dbe36 100644
--- a/source/blender/editors/asset/ED_asset_list.h
+++ b/source/blender/editors/asset/ED_asset_list.h
@@ -31,21 +31,47 @@ struct ID;
struct bContext;
struct wmNotifier;
+/**
+ * Invoke asset list reading, potentially in a parallel job. Won't wait until the job is done,
+ * and may return earlier.
+ */
void ED_assetlist_storage_fetch(const struct AssetLibraryReference *library_reference,
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);
+/**
+ * Tag all asset lists in the storage that show main data as needing an update (re-fetch).
+ *
+ * This only tags the data. If the asset list is visible on screen, the space is still responsible
+ * for ensuring the necessary redraw. It can use #ED_assetlist_listen() to check if the asset-list
+ * needs a redraw for a given notifier.
+ */
void ED_assetlist_storage_tag_main_data_dirty(void);
+/**
+ * Remapping of ID pointers within the asset lists. Typically called when an ID is deleted to clear
+ * all references to it (\a id_new is null then).
+ */
void ED_assetlist_storage_id_remap(struct ID *id_old, struct ID *id_new);
+/**
+ * Can't wait for static deallocation to run. There's nested data allocated with our guarded
+ * allocator, it will complain about unfreed memory on exit.
+ */
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);
+/**
+ * \return True if the region needs a UI redraw.
+ */
bool ED_assetlist_listen(const struct AssetLibraryReference *library_reference,
const struct wmNotifier *notifier);
+/**
+ * \return The number of assets stored in the asset list for \a library_reference, or -1 if there
+ * is no list fetched for it.
+ */
int ED_assetlist_size(const struct AssetLibraryReference *library_reference);
#ifdef __cplusplus