|
Blender V4.3
|
#include <optional>#include <string>#include "AS_asset_library.hh"#include "BKE_context.hh"#include "BKE_screen.hh"#include "BLI_map.hh"#include "BLI_string.h"#include "BLI_utility_mixins.hh"#include "DNA_space_types.h"#include "WM_api.hh"#include "../space_file/file_indexer.hh"#include "../space_file/filelist.hh"#include "ED_asset_indexer.hh"#include "ED_asset_list.hh"#include "ED_fileselect.hh"#include "ED_screen.hh"#include "asset_library_reference.hh"Go to the source code of this file.
Classes | |
| class | blender::ed::asset::list::FileListWrapper |
| class | blender::ed::asset::list::PreviewTimer |
| class | blender::ed::asset::list::AssetList |
Namespaces | |
| namespace | blender |
| namespace | blender::ed |
| namespace | blender::ed::asset |
| namespace | blender::ed::asset::list |
Runtime asset list cache | |
| using | blender::ed::asset::list::AssetListMap = Map<AssetLibraryReference, AssetList> |
| using | blender::ed::asset::list::is_new_t = bool |
| static AssetListMap & | blender::ed::asset::list::global_storage () |
| static AssetList * | blender::ed::asset::list::lookup_list (const AssetLibraryReference &library_ref) |
| void | blender::ed::asset::list::storage_tag_main_data_dirty () |
| void | blender::ed::asset::list::storage_id_remap (ID *id_old, ID *id_new) |
| static std::optional< eFileSelectType > | blender::ed::asset::list::asset_library_reference_to_fileselect_type (const AssetLibraryReference &library_reference) |
| static std::tuple< AssetList &, is_new_t > | blender::ed::asset::list::ensure_list_storage (const AssetLibraryReference &library_reference, eFileSelectType filesel_type) |
Abstractions to manage runtime asset lists with a global cache for multiple UI elements to access. Internally this uses the FileList API and structures from filelist.cc. This is just because it contains most necessary logic already and there's not much time for a more long-term solution.
Definition in file asset_list.cc.