/* SPDX-License-Identifier: GPL-2.0-or-later */ /** \file * \ingroup edasset * * UI/Editor level API for catalog operations, creating richer functionality than the BKE catalog * API provides (which this uses internally). * * Note that `ED_asset_catalog.h` is part of this API. */ #pragma once #include #include "BKE_asset_catalog.hh" #include "BLI_string_ref.hh" struct AssetLibrary; namespace blender::bke { class AssetCatalog; } // namespace blender::bke blender::bke::AssetCatalog *ED_asset_catalog_add(AssetLibrary *library, blender::StringRefNull name, blender::StringRef parent_path = nullptr); void ED_asset_catalog_remove(AssetLibrary *library, const blender::bke::CatalogID &catalog_id); void ED_asset_catalog_rename(AssetLibrary *library, blender::bke::CatalogID catalog_id, blender::StringRefNull new_name); /** * Reinsert catalog identified by \a src_catalog_id as child to catalog identified by \a * dst_parent_catalog_id. If \a dst_parent_catalog_id is not set, the catalog is moved to the root * level of the tree. * The name of the reinserted catalog is made unique within the parent. Note that moving a catalog * to the same level it was before will also change its name, since the name uniqueness check isn't * smart enough to ignore the item to be reinserted. So the caller is expected to handle this case * to avoid unwanted renames. * * Nothing is done (debug builds run into an assert) if the given catalog IDs can't be identified. */ void ED_asset_catalog_move( AssetLibrary *library, blender::bke::CatalogID src_catalog_id, std::optional dst_parent_catalog_id = std::nullopt);