Blender  V3.3
Functions
ED_asset_handle.h File Reference
#include "DNA_ID_enums.h"

Go to the source code of this file.

Functions

const char * ED_asset_handle_get_name (const struct AssetHandle *asset)
 
struct AssetMetaDataED_asset_handle_get_metadata (const struct AssetHandle *asset)
 
struct IDED_asset_handle_get_local_id (const struct AssetHandle *asset)
 
ID_Type ED_asset_handle_get_id_type (const struct AssetHandle *asset)
 
int ED_asset_handle_get_preview_icon_id (const struct AssetHandle *asset)
 
void ED_asset_handle_get_full_library_path (const struct bContext *C, const struct AssetLibraryReference *asset_library_ref, const struct AssetHandle *asset, char r_full_lib_path[])
 

Detailed Description

Asset-handle is a temporary design, not part of the core asset system design.

Currently asset-list items are just file directory items (FileDirEntry). So an asset-handle just wraps a pointer to this. We try to abstract away the fact that it's just a file entry, although that doesn't always work (see rna_def_asset_handle()).

Definition in file ED_asset_handle.h.

Function Documentation

◆ ED_asset_handle_get_full_library_path()

void ED_asset_handle_get_full_library_path ( const struct bContext C,
const struct AssetLibraryReference asset_library_ref,
const struct AssetHandle asset,
char  r_full_lib_path[] 
)

◆ ED_asset_handle_get_id_type()

ID_Type ED_asset_handle_get_id_type ( const struct AssetHandle asset)

◆ ED_asset_handle_get_local_id()

struct ID* ED_asset_handle_get_local_id ( const struct AssetHandle asset)

◆ ED_asset_handle_get_metadata()

struct AssetMetaData* ED_asset_handle_get_metadata ( const struct AssetHandle asset)

◆ ED_asset_handle_get_name()

const char* ED_asset_handle_get_name ( const struct AssetHandle asset)

◆ ED_asset_handle_get_preview_icon_id()

int ED_asset_handle_get_preview_icon_id ( const struct AssetHandle asset)