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/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup edasset
*
* Asset-handle is a temporary design, not part of the core asset system design.
*
* Currently asset-list items are just file directory items (#FileDirEntry). So an asset-handle
* just wraps a pointer to this. We try to abstract away the fact that it's just a file entry,
* although that doesn't always work (see #rna_def_asset_handle()).
*/
#pragma once
#include "DNA_ID_enums.h"
#ifdef __cplusplus
extern "C" {
#endif
struct AssetHandle;
struct AssetLibraryReference;
struct bContext;
const char *ED_asset_handle_get_name(const struct AssetHandle *asset);
struct AssetMetaData *ED_asset_handle_get_metadata(const struct AssetHandle *asset);
struct ID *ED_asset_handle_get_local_id(const struct AssetHandle *asset);
ID_Type ED_asset_handle_get_id_type(const struct AssetHandle *asset);
int ED_asset_handle_get_preview_icon_id(const struct AssetHandle *asset);
void ED_asset_handle_get_full_library_path(const struct bContext *C,
const struct AssetLibraryReference *asset_library_ref,
const struct AssetHandle *asset,
char r_full_lib_path[]);
#ifdef __cplusplus
}
#endif
#ifdef __cplusplus
namespace blender::ed::asset {
/** If the ID already exists in the database, return it, otherwise add it. */
ID *get_local_id_from_asset_or_append_and_reuse(Main &bmain,
const AssetLibraryReference &library_ref,
AssetHandle asset);
} // namespace blender::ed::asset
#endif
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