Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/editors/asset/intern/asset_library_reference.hh')
-rw-r--r--source/blender/editors/asset/intern/asset_library_reference.hh46
1 files changed, 46 insertions, 0 deletions
diff --git a/source/blender/editors/asset/intern/asset_library_reference.hh b/source/blender/editors/asset/intern/asset_library_reference.hh
new file mode 100644
index 00000000000..7e8cb4a3472
--- /dev/null
+++ b/source/blender/editors/asset/intern/asset_library_reference.hh
@@ -0,0 +1,46 @@
+/*
+ * 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 edasset
+ *
+ * Utility to extend #AssetLibraryReference with C++ functionality (operators, hash function, etc).
+ */
+
+#pragma once
+
+#include <cstdint>
+
+#include "DNA_asset_types.h"
+
+namespace blender::ed::asset {
+
+/**
+ * Wrapper to add logic to the AssetLibraryReference DNA struct.
+ */
+class AssetLibraryReferenceWrapper : public AssetLibraryReference {
+ public:
+ /* Intentionally not `explicit`, allow implicit conversion for convenience. Might have to be
+ * NOLINT */
+ AssetLibraryReferenceWrapper(const AssetLibraryReference &reference);
+ ~AssetLibraryReferenceWrapper() = default;
+
+ friend bool operator==(const AssetLibraryReferenceWrapper &a,
+ const AssetLibraryReferenceWrapper &b);
+ uint64_t hash() const;
+};
+
+} // namespace blender::ed::asset