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test2/source/blender/editors/include/ED_asset_menu_utils.hh
2024-09-11 16:25:25 +10:00

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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;
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