Blender V5.0
ED_asset_filter.hh
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1/* SPDX-FileCopyrightText: 2023 Blender Authors
2 *
3 * SPDX-License-Identifier: GPL-2.0-or-later */
4
10
11#pragma once
12
13#include "DNA_listBase.h"
14
15#include "BLI_function_ref.hh"
17#include "BLI_vector.hh"
18
21
23struct AssetMetaData;
24struct bContext;
25namespace blender::asset_system {
26class AssetLibrary;
28} // namespace blender::asset_system
29
30namespace blender::ed::asset {
31
35 ListBase tags; /* AssetTag */
36 uint64_t id_types; /* rna_enum_id_type_filter_items */
37};
38
53
63
65 const asset_system::AssetLibrary &library,
66 const AssetLibraryReference &library_ref,
67 blender::FunctionRef<bool(const asset_system::AssetRepresentation &)> is_asset_visible_fn);
69 const AssetLibraryReference &library_ref,
70 const bContext &C,
71 const AssetFilterSettings &filter_settings,
72 FunctionRef<bool(const AssetMetaData &)> meta_data_filter = {});
73
74} // namespace blender::ed::asset
These structs are the foundation for all linked lists in the library system.
#define C
Definition RandGen.cpp:29
unsigned long long int uint64_t
#define filter
AssetItemTree build_filtered_all_catalog_tree(const AssetLibraryReference &library_ref, const bContext &C, const AssetFilterSettings &filter_settings, FunctionRef< bool(const AssetMetaData &)> meta_data_filter={})
asset_system::AssetCatalogTree build_filtered_catalog_tree(const asset_system::AssetLibrary &library, const AssetLibraryReference &library_ref, blender::FunctionRef< bool(const asset_system::AssetRepresentation &)> is_asset_visible_fn)
bool filter_matches_asset(const AssetFilterSettings *filter, const blender::asset_system::AssetRepresentation &asset)
The meta-data of an asset. By creating and giving this for a data-block (ID.asset_data),...
MultiValueMap< asset_system::AssetCatalogPath, asset_system::AssetRepresentation * > assets_per_path
Vector< asset_system::AssetRepresentation * > unassigned_assets
asset_system::AssetCatalogTree catalogs