Cleanup: Remove unnecessary keywords from C++ headers
This commit is contained in:
@@ -26,8 +26,7 @@
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struct AssetLibrary;
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struct bScreen;
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void ED_asset_catalogs_save_from_main_path(struct ::AssetLibrary *library,
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const struct Main *bmain);
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void ED_asset_catalogs_save_from_main_path(::AssetLibrary *library, const Main *bmain);
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/**
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* Saving catalog edits when the file is saved is a global option shared for each asset library,
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@@ -19,13 +19,12 @@
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#include "RNA_types.hh"
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struct AssetHandle;
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namespace blender::asset_system {
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class AssetRepresentation;
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}
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struct AssetHandle;
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blender::asset_system::AssetRepresentation *ED_asset_handle_get_representation(
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const struct AssetHandle *asset);
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int ED_asset_handle_get_preview_icon_id(const struct AssetHandle *asset);
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int ED_asset_handle_get_preview_or_type_icon_id(const struct AssetHandle *asset);
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const AssetHandle *asset);
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int ED_asset_handle_get_preview_icon_id(const AssetHandle *asset);
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int ED_asset_handle_get_preview_or_type_icon_id(const AssetHandle *asset);
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@@ -32,5 +32,4 @@ AssetLibraryReference ED_asset_library_reference_from_enum_value(int value);
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* included, since they are stored on disk with a single root directory,
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* thus have a well defined location that can be written to.
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*/
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const struct EnumPropertyItem *ED_asset_library_reference_to_rna_enum_itemf(
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bool include_generated);
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const EnumPropertyItem *ED_asset_library_reference_to_rna_enum_itemf(bool include_generated);
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@@ -16,6 +16,7 @@ struct AssetHandle;
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struct AssetLibraryReference;
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struct AssetLibraryReference;
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struct ID;
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struct ImBuf;
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struct bContext;
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struct wmNotifier;
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struct wmRegionListenerParams;
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@@ -61,12 +62,11 @@ void ED_assetlist_iterate(const AssetLibraryReference &library_reference, AssetL
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* \warning: Asset list reading involves an #AS_asset_library_load() call which may reload asset
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* library data like catalogs (invalidating pointers). Refer to its warning for details.
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*/
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void ED_assetlist_storage_fetch(const struct AssetLibraryReference *library_reference,
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const struct bContext *C);
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bool ED_assetlist_is_loaded(const struct AssetLibraryReference *library_reference);
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void ED_assetlist_ensure_previews_job(const struct AssetLibraryReference *library_reference,
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const struct bContext *C);
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void ED_assetlist_clear(const struct AssetLibraryReference *library_reference, struct bContext *C);
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void ED_assetlist_storage_fetch(const AssetLibraryReference *library_reference, const bContext *C);
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bool ED_assetlist_is_loaded(const AssetLibraryReference *library_reference);
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void ED_assetlist_ensure_previews_job(const AssetLibraryReference *library_reference,
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const bContext *C);
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void ED_assetlist_clear(const AssetLibraryReference *library_reference, bContext *C);
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bool ED_assetlist_storage_has_list_for_library(const AssetLibraryReference *library_reference);
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/**
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* Tag all asset lists in the storage that show main data as needing an update (re-fetch).
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@@ -75,17 +75,17 @@ bool ED_assetlist_storage_has_list_for_library(const AssetLibraryReference *libr
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* for ensuring the necessary redraw. It can use #ED_assetlist_listen() to check if the asset-list
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* needs a redraw for a given notifier.
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*/
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void ED_assetlist_storage_tag_main_data_dirty(void);
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void ED_assetlist_storage_tag_main_data_dirty();
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/**
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* Remapping of ID pointers within the asset lists. Typically called when an ID is deleted to clear
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* all references to it (\a id_new is null then).
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*/
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void ED_assetlist_storage_id_remap(struct ID *id_old, struct ID *id_new);
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void ED_assetlist_storage_id_remap(ID *id_old, ID *id_new);
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/**
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* Can't wait for static deallocation to run. There's nested data allocated with our guarded
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* allocator, it will complain about unfreed memory on exit.
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*/
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void ED_assetlist_storage_exit(void);
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void ED_assetlist_storage_exit();
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AssetHandle ED_assetlist_asset_handle_get_by_index(const AssetLibraryReference *library_reference,
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int asset_index);
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@@ -94,14 +94,14 @@ blender::asset_system::AssetRepresentation *ED_assetlist_asset_get_by_index(
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bool ED_assetlist_asset_image_is_loading(const AssetLibraryReference *library_reference,
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const AssetHandle *asset_handle);
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struct ImBuf *ED_assetlist_asset_image_get(const AssetHandle *asset_handle);
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ImBuf *ED_assetlist_asset_image_get(const AssetHandle *asset_handle);
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/**
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* \return True if the region needs a UI redraw.
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*/
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bool ED_assetlist_listen(const struct wmNotifier *notifier);
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bool ED_assetlist_listen(const wmNotifier *notifier);
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/**
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* \return The number of assets stored in the asset list for \a library_reference, or -1 if there
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* is no list fetched for it.
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*/
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int ED_assetlist_size(const struct AssetLibraryReference *library_reference);
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int ED_assetlist_size(const AssetLibraryReference *library_reference);
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@@ -20,14 +20,14 @@ struct bContext;
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*
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* \return whether the datablock was marked as asset; false when it is not capable of becoming an
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* asset, or when it already was an asset. */
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bool ED_asset_mark_id(struct ID *id);
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bool ED_asset_mark_id(ID *id);
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/**
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* Generate preview image for the given datablock.
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*
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* The preview image might be generated using a background thread.
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*/
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void ED_asset_generate_preview(const struct bContext *C, struct ID *id);
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void ED_asset_generate_preview(const bContext *C, ID *id);
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/**
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* Remove the asset metadata, turning the ID into a "normal" ID.
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@@ -37,7 +37,7 @@ void ED_asset_generate_preview(const struct bContext *C, struct ID *id);
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*
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* \return whether the asset metadata was actually removed; false when the ID was not an asset.
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*/
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bool ED_asset_clear_id(struct ID *id);
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bool ED_asset_clear_id(ID *id);
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/**
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* Copy the asset metadata to the given destination ID.
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@@ -49,8 +49,8 @@ bool ED_asset_clear_id(struct ID *id);
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* \return true when the copy succeeded, false otherwise. The only reason for
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* failure is when \a destination is of a type that cannot be an asset.
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*/
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bool ED_asset_copy_to_id(const struct AssetMetaData *asset_data, struct ID *destination);
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bool ED_asset_copy_to_id(const AssetMetaData *asset_data, ID *destination);
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void ED_assets_pre_save(struct Main *bmain);
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void ED_assets_pre_save(Main *bmain);
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bool ED_asset_can_mark_single_from_context(const struct bContext *C);
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bool ED_asset_can_mark_single_from_context(const bContext *C);
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@@ -32,37 +32,34 @@ struct RegionPollParams;
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*
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* \{ */
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bool ED_asset_shelf_regions_poll(const struct RegionPollParams *params);
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bool ED_asset_shelf_regions_poll(const RegionPollParams *params);
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/** Only needed for #RGN_TYPE_ASSET_SHELF (not #RGN_TYPE_ASSET_SHELF_HEADER). */
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void *ED_asset_shelf_region_duplicate(void *regiondata);
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void ED_asset_shelf_region_free(struct ARegion *region);
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void ED_asset_shelf_region_init(struct wmWindowManager *wm, struct ARegion *region);
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int ED_asset_shelf_region_snap(const struct ARegion *region, int size, int axis);
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void ED_asset_shelf_region_on_user_resize(const struct ARegion *region);
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void ED_asset_shelf_region_listen(const struct wmRegionListenerParams *params);
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void ED_asset_shelf_region_layout(const bContext *C, struct ARegion *region);
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void ED_asset_shelf_region_draw(const bContext *C, struct ARegion *region);
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void ED_asset_shelf_region_blend_read_data(BlendDataReader *reader, struct ARegion *region);
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void ED_asset_shelf_region_blend_write(BlendWriter *writer, struct ARegion *region);
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void ED_asset_shelf_region_free(ARegion *region);
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void ED_asset_shelf_region_init(wmWindowManager *wm, ARegion *region);
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int ED_asset_shelf_region_snap(const ARegion *region, int size, int axis);
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void ED_asset_shelf_region_on_user_resize(const ARegion *region);
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void ED_asset_shelf_region_listen(const wmRegionListenerParams *params);
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void ED_asset_shelf_region_layout(const bContext *C, ARegion *region);
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void ED_asset_shelf_region_draw(const bContext *C, ARegion *region);
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void ED_asset_shelf_region_blend_read_data(BlendDataReader *reader, ARegion *region);
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void ED_asset_shelf_region_blend_write(BlendWriter *writer, ARegion *region);
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int ED_asset_shelf_region_prefsizey(void);
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void ED_asset_shelf_header_region_init(struct wmWindowManager *wm, struct ARegion *region);
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void ED_asset_shelf_header_region(const struct bContext *C, struct ARegion *region);
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void ED_asset_shelf_header_region_listen(const struct wmRegionListenerParams *params);
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void ED_asset_shelf_header_region_init(wmWindowManager *wm, ARegion *region);
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void ED_asset_shelf_header_region(const bContext *C, ARegion *region);
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void ED_asset_shelf_header_region_listen(const wmRegionListenerParams *params);
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int ED_asset_shelf_header_region_size(void);
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void ED_asset_shelf_header_regiontype_register(struct ARegionType *region_type,
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const int space_type);
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void ED_asset_shelf_header_regiontype_register(ARegionType *region_type, const int space_type);
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/** \} */
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/* -------------------------------------------------------------------- */
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void ED_asset_shelf_type_unlink(const struct Main &bmain, const struct AssetShelfType &shelf_type);
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void ED_asset_shelf_type_unlink(const Main &bmain, const AssetShelfType &shelf_type);
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int ED_asset_shelf_tile_width(const struct AssetShelfSettings &settings);
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int ED_asset_shelf_tile_height(const struct AssetShelfSettings &settings);
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int ED_asset_shelf_tile_width(const AssetShelfSettings &settings);
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int ED_asset_shelf_tile_height(const AssetShelfSettings &settings);
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int ED_asset_shelf_context(const struct bContext *C,
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const char *member,
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struct bContextDataResult *result);
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int ED_asset_shelf_context(const bContext *C, const char *member, bContextDataResult *result);
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@@ -15,20 +15,19 @@
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#include "DNA_ID_enums.h"
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struct AssetTempIDConsumer;
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struct ID;
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struct Main;
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struct ReportList;
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namespace blender::asset_system {
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class AssetRepresentation;
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}
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typedef struct AssetTempIDConsumer AssetTempIDConsumer;
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struct Main;
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struct ReportList;
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AssetTempIDConsumer *ED_asset_temp_id_consumer_create(
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const blender::asset_system::AssetRepresentation *asset);
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void ED_asset_temp_id_consumer_free(AssetTempIDConsumer **consumer);
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struct ID *ED_asset_temp_id_consumer_ensure_local_id(AssetTempIDConsumer *consumer,
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ID_Type id_type,
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struct Main *bmain,
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struct ReportList *reports);
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ID *ED_asset_temp_id_consumer_ensure_local_id(AssetTempIDConsumer *consumer,
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ID_Type id_type,
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Main *bmain,
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ReportList *reports);
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@@ -12,7 +12,7 @@
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struct ID;
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bool ED_asset_type_id_is_non_experimental(const struct ID *id);
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bool ED_asset_type_id_is_non_experimental(const ID *id);
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#define ED_ASSET_TYPE_IDS_NON_EXPERIMENTAL_FLAGS \
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(FILTER_ID_MA | FILTER_ID_GR | FILTER_ID_OB | FILTER_ID_AC | FILTER_ID_WO | FILTER_ID_NT)
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@@ -28,7 +28,7 @@ bool ED_asset_type_is_supported(const ID *id);
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* \note Does not check for #BKE_id_can_be_asset(), so may return filter flags for IDs that can
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* never be assets.
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*/
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int64_t ED_asset_types_supported_as_filter_flags(void);
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int64_t ED_asset_types_supported_as_filter_flags();
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/**
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* Utility: A string enumerating the non-experimental asset types. This is useful info to
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@@ -942,6 +942,4 @@ constexpr FileIndexerType asset_indexer()
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} // namespace blender::ed::asset::index
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extern "C" {
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const FileIndexerType file_indexer_asset = blender::ed::asset::index::asset_indexer();
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}
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