Files
test/source/blender/editors/include/ED_asset_menu_utils.hh
Brecht Van Lommel 920e709069 Refactor: Make header files more clangd and clang-tidy friendly
When using clangd or running clang-tidy on headers there are
currently many errors. These are noisy in IDEs, make auto fixes
impossible, and break features like code completion, refactoring
and navigation.

This makes source/blender headers work by themselves, which is
generally the goal anyway. But #includes and forward declarations
were often incomplete.

* Add #includes and forward declarations
* Add IWYU pragma: export in a few places
* Remove some unused #includes (but there are many more)
* Tweak ShaderCreateInfo macros to work better with clangd

Some types of headers still have errors, these could be fixed or
worked around with more investigation. Mostly preprocessor
template headers like NOD_static_types.h.

Note that that disabling WITH_UNITY_BUILD is required for clangd to
work properly, otherwise compile_commands.json does not contain
the information for the relevant source files.

For more details see the developer docs:
https://developer.blender.org/docs/handbook/tooling/clangd/

Pull Request: https://projects.blender.org/blender/blender/pulls/132608
2025-01-07 12:39:13 +01:00

50 lines
1.5 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup edasset
*
* Code for dealing with dynamic asset menus and passing assets to operators with RNA properties.
*/
#pragma once
#include "BLI_string_ref.hh"
#include "RNA_types.hh"
struct uiLayout;
struct AssetWeakReference;
namespace blender::asset_system {
class AssetCatalogTreeItem;
class AssetLibrary;
class AssetRepresentation;
} // namespace blender::asset_system
namespace blender::ed::asset {
void draw_menu_for_catalog(const asset_system::AssetCatalogTreeItem &item,
StringRefNull menu_name,
uiLayout &layout);
void operator_asset_reference_props_set(const asset_system::AssetRepresentation &asset,
PointerRNA &ptr);
void operator_asset_reference_props_register(StructRNA &srna);
const asset_system::AssetRepresentation *find_asset_from_weak_ref(
const bContext &C, const AssetWeakReference &weak_ref, ReportList *reports);
/**
* Load all asset libraries to find an asset from the #operator_asset_reference_props_register
* properties. The loading happens in the background, so there may be no result immediately. In
* that case an "Asset loading is unfinished" report is added.
*
* \note Does not check asset type or meta data.
*/
const asset_system::AssetRepresentation *operator_asset_reference_props_get_asset_from_all_library(
const bContext &C, PointerRNA &ptr, ReportList *reports);
} // namespace blender::ed::asset