Cleanup: Assets: Remove now unused AssetHandle type
`AssetHandle` was a hacky design solution that was never meant to be permanent. `AssetRepresentation` is a better designed type superseding it. A lot of work was put into relying less and less on `AssetHandle`, now it's finally unused. Final step for #108806.
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@@ -10,7 +10,6 @@
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#include "BLI_function_ref.hh"
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struct AssetHandle;
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struct AssetLibraryReference;
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struct bContext;
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struct ID;
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@@ -39,12 +38,6 @@ asset_system::AssetLibrary *library_get_once_available(
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/** Can return false to stop iterating. */
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using AssetListIterFn = FunctionRef<bool(asset_system::AssetRepresentation &)>;
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/**
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* \note This override avoids the file caching system, so it's more performant and avoids pitfalls
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* from the other override. Prefer this when access to #AssetRepresentation is enough, and no
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* #AssetHandle is needed.
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*/
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void iterate(const AssetLibraryReference &library_reference, AssetListIterFn fn);
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/**
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@@ -197,23 +197,6 @@ typedef struct AssetWeakReference {
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#endif
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} AssetWeakReference;
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/**
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* To be replaced by #AssetRepresentation!
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*
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* Not part of the core design, we should try to get rid of it. Only needed to wrap FileDirEntry
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* into a type with PropertyGroup as base, so we can have an RNA collection of #AssetHandle's to
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* pass to the UI.
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*
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* \warning Never store this! When using #blender::ed::asset::list::iterate(), only access it
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* within the iterator function. The contained file data can be freed since the file cache has a
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* maximum number of items.
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*/
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#
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#
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typedef struct AssetHandle {
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const struct FileDirEntry *file_data;
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} AssetHandle;
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struct AssetCatalogPathLink {
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struct AssetCatalogPathLink *next, *prev;
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char *path;
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