/* SPDX-License-Identifier: GPL-2.0-or-later */ /** \file * \ingroup edasset */ #pragma once #include "DNA_ID.h" #ifdef __cplusplus extern "C" { #endif struct ID; bool ED_asset_type_id_is_non_experimental(const struct ID *id); #define ED_ASSET_TYPE_IDS_NON_EXPERIMENTAL_FLAGS \ (FILTER_ID_MA | FILTER_ID_GR | FILTER_ID_OB | FILTER_ID_AC | FILTER_ID_WO | FILTER_ID_NT) /** * Check if the asset type for \a id (which doesn't need to be an asset right now) can be an asset, * respecting the "Extended Asset Browser" experimental feature flag. */ bool ED_asset_type_is_supported(const ID *id); /** * Get the filter flags (subset of #FILTER_ID_ALL) representing the asset ID types that may be * turned into assets, respecting the "Extended Asset Browser" experimental feature flag. * \note Does not check for #BKE_id_can_be_asset(), so may return filter flags for IDs that can * never be assets. */ int64_t ED_asset_types_supported_as_filter_flags(void); /** * Utility: A string enumerating the non-experimental asset types. This is useful info to * the user, it should be displayed in tooltips or messages. Macro to support concatenating static * strings with this (not all UI code supports dynamic strings nicely). * Should start with a consonant, so usages can prefix it with "a" (not "an"). */ #define ED_ASSET_TYPE_IDS_NON_EXPERIMENTAL_UI_STRING \ "Material, Collection, Object, Pose Action, Node Group or World" #ifdef __cplusplus } #endif