Blender V4.3
ED_asset_list.hh File Reference
#include <string>
#include "BLI_function_ref.hh"

Go to the source code of this file.

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

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, AssetListHandleIterFn fn, FunctionRef< bool(asset_system::AssetRepresentation &)> prefilter_fn=nullptr)
 
void blender::ed::asset::list::iterate (const AssetLibraryReference &library_reference, AssetListIterFn fn)
 
void blender::ed::asset::list::storage_fetch (const AssetLibraryReference *library_reference, const bContext *C)
 
bool blender::ed::asset::list::is_loaded (const AssetLibraryReference *library_reference)
 
void blender::ed::asset::list::previews_fetch (const AssetLibraryReference *library_reference, const bContext *C)
 
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::storage_has_list_for_library (const AssetLibraryReference *library_reference)
 
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::asset_image_is_loading (const AssetLibraryReference *library_reference, const AssetHandle *asset_handle)
 
void blender::ed::asset::list::asset_preview_ensure_requested (const bContext &C, const AssetLibraryReference *library_reference, AssetHandle *asset_handle)
 
ImBufblender::ed::asset::list::asset_image_get (const AssetHandle *asset_handle)
 
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)