/* * 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 editors */ #pragma once #include "DNA_ID_enums.h" #ifdef __cplusplus extern "C" { #endif struct AssetFilterSettings; struct AssetLibraryReference; struct Main; struct ReportList; struct bContext; struct wmNotifier; typedef struct AssetTempIDConsumer AssetTempIDConsumer; bool ED_asset_mark_id(const struct bContext *C, struct ID *id); bool ED_asset_clear_id(struct ID *id); bool ED_asset_can_make_single_from_context(const struct bContext *C); int ED_asset_library_reference_to_enum_value(const struct AssetLibraryReference *library); struct AssetLibraryReference ED_asset_library_reference_from_enum_value(int value); const char *ED_asset_handle_get_name(const AssetHandle *asset); void ED_asset_handle_get_full_library_path(const struct bContext *C, const AssetLibraryReference *asset_library, const AssetHandle *asset, char r_full_lib_path[]); AssetTempIDConsumer *ED_asset_temp_id_consumer_create(const AssetHandle *handle); void ED_asset_temp_id_consumer_free(AssetTempIDConsumer **consumer); struct ID *ED_asset_temp_id_consumer_ensure_local_id(AssetTempIDConsumer *consumer, const struct bContext *C, const AssetLibraryReference *asset_library, ID_Type id_type, struct Main *bmain, struct ReportList *reports); void ED_assetlist_storage_fetch(const struct AssetLibraryReference *library_reference, const struct AssetFilterSettings *filter_settings, 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); void ED_assetlist_storage_tag_main_data_dirty(void); void ED_assetlist_storage_id_remap(struct ID *id_old, struct ID *id_new); void ED_assetlist_storage_exit(void); ID *ED_assetlist_asset_local_id_get(const AssetHandle *asset_handle); struct ImBuf *ED_assetlist_asset_image_get(const AssetHandle *asset_handle); const char *ED_assetlist_library_path(const struct AssetLibraryReference *library_reference); bool ED_assetlist_listen(const struct AssetLibraryReference *library_reference, const struct wmNotifier *notifier); int ED_assetlist_size(const struct AssetLibraryReference *library_reference); void ED_operatortypes_asset(void); #ifdef __cplusplus } #endif /* TODO move to C++ asset-list header? */ #ifdef __cplusplus # include std::string ED_assetlist_asset_filepath_get(const bContext *C, const AssetLibraryReference &library_reference, const AssetHandle &asset_handle); # include "BLI_function_ref.hh" /* Can return false to stop iterating. */ using AssetListIterFn = blender::FunctionRef; void ED_assetlist_iterate(const AssetLibraryReference *library_reference, AssetListIterFn fn); #endif