diff options
Diffstat (limited to 'source/blender/editors/asset')
-rw-r--r-- | source/blender/editors/asset/ED_asset_filter.h | 12 | ||||
-rw-r--r-- | source/blender/editors/asset/ED_asset_library.h | 17 | ||||
-rw-r--r-- | source/blender/editors/asset/ED_asset_list.h | 26 | ||||
-rw-r--r-- | source/blender/editors/asset/intern/asset_filter.cc | 12 | ||||
-rw-r--r-- | source/blender/editors/asset/intern/asset_library_reference_enum.cc | 17 | ||||
-rw-r--r-- | source/blender/editors/asset/intern/asset_list.cc | 26 |
6 files changed, 55 insertions, 55 deletions
diff --git a/source/blender/editors/asset/ED_asset_filter.h b/source/blender/editors/asset/ED_asset_filter.h index 340c4c9dbe7..de18b5fff1e 100644 --- a/source/blender/editors/asset/ED_asset_filter.h +++ b/source/blender/editors/asset/ED_asset_filter.h @@ -27,6 +27,18 @@ extern "C" { struct AssetFilterSettings; struct AssetHandle; +/** + * Compare \a asset against the settings of \a filter. + * + * Individual filter parameters are ORed with the asset properties. That means: + * * The asset type must be one of the ID types filtered by, and + * * The asset must contain at least one of the tags filtered by. + * However for an asset to be matching it must have one match in each of the parameters. I.e. one + * matching type __and__ at least one matching tag. + * + * \returns True if the asset should be visible with these filter settings (parameters match). + * Otherwise returns false (mismatch). + */ bool ED_asset_filter_matches_asset(const struct AssetFilterSettings *filter, const struct AssetHandle *asset); diff --git a/source/blender/editors/asset/ED_asset_library.h b/source/blender/editors/asset/ED_asset_library.h index cb055584364..62a7d6ffa9b 100644 --- a/source/blender/editors/asset/ED_asset_library.h +++ b/source/blender/editors/asset/ED_asset_library.h @@ -26,8 +26,25 @@ extern "C" { #endif +/** + * Return an index that can be used to uniquely identify \a library, assuming + * that all relevant indices were created with this function. + */ int ED_asset_library_reference_to_enum_value(const AssetLibraryReference *library); +/** + * Return an asset library reference matching the index returned by + * #ED_asset_library_reference_to_enum_value(). + */ AssetLibraryReference ED_asset_library_reference_from_enum_value(int value); +/** + * Translate all available asset libraries to an RNA enum, whereby the enum values match the result + * of #ED_asset_library_reference_to_enum_value() for any given library. + * + * Since this is meant for UI display, skips non-displayable libraries, that is, libraries with an + * empty name or path. + * + * \param include_local_library: Whether to include the "Current File" library or not. + */ const struct EnumPropertyItem *ED_asset_library_reference_to_rna_enum_itemf( bool include_local_library); 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 diff --git a/source/blender/editors/asset/intern/asset_filter.cc b/source/blender/editors/asset/intern/asset_filter.cc index c22bbc923eb..70e3e2f55ea 100644 --- a/source/blender/editors/asset/intern/asset_filter.cc +++ b/source/blender/editors/asset/intern/asset_filter.cc @@ -27,18 +27,6 @@ #include "ED_asset_filter.h" #include "ED_asset_handle.h" -/** - * Compare \a asset against the settings of \a filter. - * - * Individual filter parameters are ORed with the asset properties. That means: - * * The asset type must be one of the ID types filtered by, and - * * The asset must contain at least one of the tags filtered by. - * However for an asset to be matching it must have one match in each of the parameters. I.e. one - * matching type __and__ at least one matching tag. - * - * \returns True if the asset should be visible with these filter settings (parameters match). - * Otherwise returns false (mismatch). - */ bool ED_asset_filter_matches_asset(const AssetFilterSettings *filter, const AssetHandle *asset) { ID_Type asset_type = ED_asset_handle_get_id_type(asset); diff --git a/source/blender/editors/asset/intern/asset_library_reference_enum.cc b/source/blender/editors/asset/intern/asset_library_reference_enum.cc index 2ea01ecd343..05526f222a5 100644 --- a/source/blender/editors/asset/intern/asset_library_reference_enum.cc +++ b/source/blender/editors/asset/intern/asset_library_reference_enum.cc @@ -35,10 +35,6 @@ #include "ED_asset_library.h" -/** - * Return an index that can be used to uniquely identify \a library, assuming - * that all relevant indices were created with this function. - */ int ED_asset_library_reference_to_enum_value(const AssetLibraryReference *library) { /* Simple case: Predefined repository, just set the value. */ @@ -57,10 +53,6 @@ int ED_asset_library_reference_to_enum_value(const AssetLibraryReference *librar return ASSET_LIBRARY_LOCAL; } -/** - * Return an asset library reference matching the index returned by - * #ED_asset_library_reference_to_enum_value(). - */ AssetLibraryReference ED_asset_library_reference_from_enum_value(int value) { AssetLibraryReference library; @@ -92,15 +84,6 @@ AssetLibraryReference ED_asset_library_reference_from_enum_value(int value) return library; } -/** - * Translate all available asset libraries to an RNA enum, whereby the enum values match the result - * of #ED_asset_library_reference_to_enum_value() for any given library. - * - * Since this is meant for UI display, skips non-displayable libraries, that is, libraries with an - * empty name or path. - * - * \param include_local_library: Whether to include the "Current File" library or not. - */ const EnumPropertyItem *ED_asset_library_reference_to_rna_enum_itemf( const bool include_local_library) { diff --git a/source/blender/editors/asset/intern/asset_list.cc b/source/blender/editors/asset/intern/asset_list.cc index 1a15d314c1f..af6dbf24209 100644 --- a/source/blender/editors/asset/intern/asset_list.cc +++ b/source/blender/editors/asset/intern/asset_list.cc @@ -434,10 +434,6 @@ AssetListStorage::AssetListMap &AssetListStorage::global_storage() using namespace blender::ed::asset; -/** - * 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 AssetLibraryReference *library_reference, const bContext *C) { AssetListStorage::fetch_library(*library_reference, *C); @@ -532,9 +528,6 @@ const char *ED_assetlist_library_path(const AssetLibraryReference *library_refer return nullptr; } -/** - * \return True if the region needs a UI redraw. - */ bool ED_assetlist_listen(const AssetLibraryReference *library_reference, const wmNotifier *notifier) { @@ -545,10 +538,6 @@ bool ED_assetlist_listen(const AssetLibraryReference *library_reference, return false; } -/** - * \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 AssetLibraryReference *library_reference) { AssetList *list = AssetListStorage::lookup_list(*library_reference); @@ -558,31 +547,16 @@ int ED_assetlist_size(const AssetLibraryReference *library_reference) return -1; } -/** - * 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() { AssetListStorage::tagMainDataDirty(); } -/** - * 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(ID *id_old, ID *id_new) { AssetListStorage::remapID(id_old, 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() { AssetListStorage::destruct(); |