Blender
V3.3
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#include "DNA_ID_enums.h"
Go to the source code of this file.
Functions | |
const char * | ED_asset_handle_get_name (const struct AssetHandle *asset) |
struct AssetMetaData * | ED_asset_handle_get_metadata (const struct AssetHandle *asset) |
struct ID * | ED_asset_handle_get_local_id (const struct AssetHandle *asset) |
ID_Type | ED_asset_handle_get_id_type (const struct AssetHandle *asset) |
int | ED_asset_handle_get_preview_icon_id (const struct AssetHandle *asset) |
void | ED_asset_handle_get_full_library_path (const struct bContext *C, const struct AssetLibraryReference *asset_library_ref, const struct AssetHandle *asset, char r_full_lib_path[]) |
Asset-handle is a temporary design, not part of the core asset system design.
Currently asset-list items are just file directory items (FileDirEntry). So an asset-handle just wraps a pointer to this. We try to abstract away the fact that it's just a file entry, although that doesn't always work (see rna_def_asset_handle()).
Definition in file ED_asset_handle.h.
void ED_asset_handle_get_full_library_path | ( | const struct bContext * | C, |
const struct AssetLibraryReference * | asset_library_ref, | ||
const struct AssetHandle * | asset, | ||
char | r_full_lib_path[] | ||
) |
ID_Type ED_asset_handle_get_id_type | ( | const struct AssetHandle * | asset | ) |
Referenced by ED_asset_filter_matches_asset(), poselib_asset_in_context(), and WM_drag_create_asset_data().
struct ID* ED_asset_handle_get_local_id | ( | const struct AssetHandle * | asset | ) |
struct AssetMetaData* ED_asset_handle_get_metadata | ( | const struct AssetHandle * | asset | ) |
const char* ED_asset_handle_get_name | ( | const struct AssetHandle * | asset | ) |
int ED_asset_handle_get_preview_icon_id | ( | const struct AssetHandle * | asset | ) |
Referenced by asset_view_draw_item(), and asset_view_item_but_drag_set().