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2022-11-09Asset System: New core type to represent assets (`AssetRepresenation`)Julian Eisel
Introduces a new `AssetRepresentation` type, as a runtime only container to hold asset information. It is supposed to become _the_ main way to represent and refer to assets in the asset system, see T87235. It can store things like the asset name, asset traits, preview and other asset metadata. Technical documentation: https://wiki.blender.org/wiki/Source/Architecture/Asset_System/Back_End#Asset_Representation. By introducing a proper asset representation type, we do an important step away from the previous, non-optimal representation of assets as files in the file browser backend, and towards the asset system as backend. It should replace the temporary & hacky `AssetHandle` design in the near future. Note that the loading of asset data still happens through the file browser backend, check the linked to Wiki page for more information on that. As a side-effect, asset metadata isn't stored in file browser file entries when browsing with link/append anymore. Don't think this was ever used, but scripts may have accessed this. Can be brought back if there's a need for it.
2022-09-09Cleanup: spelling in commentsCampbell Barton
2022-08-28Cleanup: replace NULL with nullptr for C++ filesCampbell Barton
2022-07-14Fix `on_drag_start` handler not getting ID when dragging from OutlinerJulian Eisel
We would first invoke the dragging, and then set the drag data (like the ID or the dragged modifier), so the `wmDropBox.on_drag_start()` handler wouldn't be able to access this. This broke dragging some IDs from the Outliner, noticed in D15333. It's now possible to first create/request drag data, extend it, and then invoke the actual dragging. The normal function to start dragging returns `void` now instead of `wmDrag *`, so the drag data can't easily be modified after starting anymore.
2022-06-13Cleanup: Move dragging code for buttons to own fileJulian Eisel
Moves code for managing dragging data from buttons to a separate file. This way all this closely related code is in one location, making it easier to see how it all relates, and easier to find.