Files
test/source/blender/editors/include/ED_asset.hh
Julian Eisel 30644d20a8 Cleanup: Assets: Remove now unused asset handle functions & file
These are unused since ae9ca35e3b I think. Removes some of the last
remaining usages of the hacky `AssetHandle` type, see #108806.
2025-06-12 16:36:46 +02:00

65 lines
2.2 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup editors
*
* The public API for assets is defined in dedicated headers. This is a utility file that just
* includes all of these.
*/
#pragma once
/* Barely anything here. Just general editor level functions. Actual asset level code is in
* dedicated headers. */
#include "../asset/ED_asset_catalog.hh" // IWYU pragma: export
#include "../asset/ED_asset_library.hh" // IWYU pragma: export
#include "../asset/ED_asset_list.hh" // IWYU pragma: export
#include "../asset/ED_asset_mark_clear.hh" // IWYU pragma: export
#include "../asset/ED_asset_temp_id_consumer.hh" // IWYU pragma: export
#include "../asset/ED_asset_type.hh" // IWYU pragma: export
#include "../asset/ED_asset_filter.hh" // IWYU pragma: export
#include "../asset/ED_asset_import.hh" // IWYU pragma: export
/** From UI_resources.hh. */
using BIFIconID = int;
struct PointerRNA;
struct uiTooltipData;
namespace blender::ed::asset {
void asset_tooltip(const asset_system::AssetRepresentation &asset,
uiTooltipData &tip,
bool include_name = true);
BIFIconID asset_preview_icon_id(const asset_system::AssetRepresentation &asset);
BIFIconID asset_preview_or_icon(const asset_system::AssetRepresentation &asset);
void operatortypes_asset();
/**
* The PointerRNA is expected to have an enum called "asset_library_reference".
*/
const bUserAssetLibrary *get_asset_library_from_opptr(PointerRNA &ptr);
/**
* The PointerRNA is expected to have an enum called "asset_library_reference".
*/
AssetLibraryReference get_asset_library_ref_from_opptr(PointerRNA &ptr);
/**
* For each catalog of the given bUserAssetLibrary call `visit_fn`.
* \param edit_text: If that text is not empty, and not matching an existing catalog path
* `visit_fn` will be called with that text and the icon ICON_ADD.
*/
void visit_library_catalogs_catalog_for_search(
const Main &bmain,
const AssetLibraryReference lib,
StringRef edit_text,
const FunctionRef<void(StringPropertySearchVisitParams)> visit_fn);
} // namespace blender::ed::asset