Blender V4.5
ED_asset_type.hh File Reference
#include "DNA_ID.h"

Go to the source code of this file.

Namespaces

namespace  blender
namespace  blender::ed
namespace  blender::ed::asset

Macros

#define ED_ASSET_TYPE_IDS_NON_EXPERIMENTAL_FLAGS
#define ED_ASSET_TYPE_IDS_NON_EXPERIMENTAL_UI_STRING   "Material, Collection, Object, Brush, Pose Action, Node Group or World"

Functions

bool blender::ed::asset::id_type_is_non_experimental (const ID *id)
bool blender::ed::asset::id_type_is_supported (const ID *id)
int64_t blender::ed::asset::types_supported_as_filter_flags ()

Macro Definition Documentation

◆ ED_ASSET_TYPE_IDS_NON_EXPERIMENTAL_FLAGS

#define ED_ASSET_TYPE_IDS_NON_EXPERIMENTAL_FLAGS
Value:
#define FILTER_ID_OB
#define FILTER_ID_AC
#define FILTER_ID_MA
#define FILTER_ID_BR
#define FILTER_ID_GR
#define FILTER_ID_WO
#define FILTER_ID_NT

Definition at line 18 of file ED_asset_type.hh.

Referenced by rna_def_fileselect_asset_idfilter(), and blender::ed::asset::types_supported_as_filter_flags().

◆ ED_ASSET_TYPE_IDS_NON_EXPERIMENTAL_UI_STRING

#define ED_ASSET_TYPE_IDS_NON_EXPERIMENTAL_UI_STRING   "Material, Collection, Object, Brush, Pose Action, Node Group or World"

Utility: A string enumerating the non-experimental asset types. This is useful info to the user, it should be displayed in tool-tips or messages. Macro to support concatenating static strings with this (not all UI code supports dynamic strings nicely). Should start with a consonant, so usages can prefix it with "a" (not "an").

Definition at line 42 of file ED_asset_type.hh.

Referenced by blender::ed::asset::asset_operation_unsupported_type_msg().