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ED_asset_list.h « asset « editors « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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/*
 * 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 edasset
 */

#pragma once

#ifdef __cplusplus
extern "C" {
#endif

struct AssetFilterSettings;
struct AssetHandle;
struct AssetLibraryReference;
struct ID;
struct bContext;
struct wmNotifier;

/**
 * Invoke asset list reading, potentially in a parallel job. Won't wait until the job is done,
 * and may return earlier.
 */
void ED_assetlist_storage_fetch(const struct AssetLibraryReference *library_reference,
                                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);
/**
 * Tag all asset lists in the storage that show main data as needing an update (re-fetch).
 *
 * This only tags the data. If the asset list is visible on screen, the space is still responsible
 * for ensuring the necessary redraw. It can use #ED_assetlist_listen() to check if the asset-list
 * needs a redraw for a given notifier.
 */
void ED_assetlist_storage_tag_main_data_dirty(void);
/**
 * Remapping of ID pointers within the asset lists. Typically called when an ID is deleted to clear
 * all references to it (\a id_new is null then).
 */
void ED_assetlist_storage_id_remap(struct ID *id_old, struct ID *id_new);
/**
 * Can't wait for static deallocation to run. There's nested data allocated with our guarded
 * allocator, it will complain about unfreed memory on exit.
 */
void ED_assetlist_storage_exit(void);

struct ImBuf *ED_assetlist_asset_image_get(const AssetHandle *asset_handle);
const char *ED_assetlist_library_path(const struct AssetLibraryReference *library_reference);

/**
 * \return True if the region needs a UI redraw.
 */
bool ED_assetlist_listen(const struct AssetLibraryReference *library_reference,
                         const struct wmNotifier *notifier);
/**
 * \return The number of assets stored in the asset list for \a library_reference, or -1 if there
 *         is no list fetched for it.
 */
int ED_assetlist_size(const struct AssetLibraryReference *library_reference);

#ifdef __cplusplus
}
#endif