Blender V4.3
asset_weak_reference.cc File Reference
#include <memory>
#include "BLI_path_utils.hh"
#include "BLI_string.h"
#include "AS_asset_library.hh"
#include "BKE_asset.hh"
#include "BLO_read_write.hh"
#include "DNA_asset_types.h"
#include "MEM_guardedalloc.h"

Go to the source code of this file.

Functions

bool operator== (const AssetWeakReference &a, const AssetWeakReference &b)
 
void BKE_asset_weak_reference_write (BlendWriter *writer, const AssetWeakReference *weak_ref)
 
void BKE_asset_weak_reference_read (BlendDataReader *reader, AssetWeakReference *weak_ref)
 
void BKE_asset_catalog_path_list_free (ListBase &catalog_path_list)
 
ListBase BKE_asset_catalog_path_list_duplicate (const ListBase &catalog_path_list)
 
void BKE_asset_catalog_path_list_blend_write (BlendWriter *writer, const ListBase &catalog_path_list)
 
void BKE_asset_catalog_path_list_blend_read_data (BlendDataReader *reader, ListBase &catalog_path_list)
 
bool BKE_asset_catalog_path_list_has_path (const ListBase &catalog_path_list, const char *catalog_path)
 
void BKE_asset_catalog_path_list_add_path (ListBase &catalog_path_list, const char *catalog_path)
 

Function Documentation

◆ BKE_asset_catalog_path_list_add_path()

void BKE_asset_catalog_path_list_add_path ( ListBase & catalog_path_list,
const char * catalog_path )

◆ BKE_asset_catalog_path_list_blend_read_data()

void BKE_asset_catalog_path_list_blend_read_data ( BlendDataReader * reader,
ListBase & catalog_path_list )

◆ BKE_asset_catalog_path_list_blend_write()

void BKE_asset_catalog_path_list_blend_write ( BlendWriter * writer,
const ListBase & catalog_path_list )

◆ BKE_asset_catalog_path_list_duplicate()

ListBase BKE_asset_catalog_path_list_duplicate ( const ListBase & catalog_path_list)

◆ BKE_asset_catalog_path_list_free()

void BKE_asset_catalog_path_list_free ( ListBase & catalog_path_list)

◆ BKE_asset_catalog_path_list_has_path()

bool BKE_asset_catalog_path_list_has_path ( const ListBase & catalog_path_list,
const char * catalog_path )

◆ BKE_asset_weak_reference_read()

void BKE_asset_weak_reference_read ( BlendDataReader * reader,
AssetWeakReference * weak_ref )

◆ BKE_asset_weak_reference_write()

void BKE_asset_weak_reference_write ( BlendWriter * writer,
const AssetWeakReference * weak_ref )

◆ operator==()

bool operator== ( const AssetWeakReference & a,
const AssetWeakReference & b )