Blender V4.5
ED_asset_list.hh File Reference

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Namespaces

namespace  blender
 
namespace  blender::asset_system
 
namespace  blender::ed
 
namespace  blender::ed::asset
 
namespace  blender::ed::asset::list
 

Typedefs

using blender::ed::asset::list::AssetListIterFn = FunctionRef<bool(asset_system::AssetRepresentation &)>
 
using blender::ed::asset::list::AssetListIndexIterFn
 

Functions

void blender::ed::asset::list::asset_reading_region_listen_fn (const wmRegionListenerParams *params)
 
C-API
asset_system::AssetLibraryblender::ed::asset::list::library_get_once_available (const AssetLibraryReference &library_reference)
 
void blender::ed::asset::list::iterate (const AssetLibraryReference &library_reference, AssetListIndexIterFn fn)
 
void blender::ed::asset::list::storage_fetch (const AssetLibraryReference *library_reference, const bContext *C)
 
void blender::ed::asset::list::storage_fetch_blocking (const AssetLibraryReference &library_reference, const bContext &C)
 
bool blender::ed::asset::list::is_loaded (const AssetLibraryReference *library_reference)
 
void blender::ed::asset::list::clear (const AssetLibraryReference *library_reference, const bContext *C)
 
void blender::ed::asset::list::clear_all_library (const bContext *C)
 
bool blender::ed::asset::list::has_list_storage_for_library (const AssetLibraryReference *library_reference)
 
bool blender::ed::asset::list::has_asset_browser_storage_for_library (const AssetLibraryReference *library_reference, const bContext *C)
 
void blender::ed::asset::list::storage_exit ()
 
AssetHandle blender::ed::asset::list::asset_handle_get_by_index (const AssetLibraryReference *library_reference, int asset_index)
 
asset_system::AssetRepresentationblender::ed::asset::list::asset_get_by_index (const AssetLibraryReference &library_reference, int asset_index)
 
bool blender::ed::asset::list::listen (const wmNotifier *notifier)
 
int blender::ed::asset::list::size (const AssetLibraryReference *library_reference)
 
Runtime asset list cache
void blender::ed::asset::list::storage_tag_main_data_dirty ()
 
void blender::ed::asset::list::storage_id_remap (ID *id_old, ID *id_new)