Blender
V3.3
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#include "DNA_ID.h"
Go to the source code of this file.
Macros | |
#define | ED_ASSET_TYPE_IDS_NON_EXPERIMENTAL_FLAGS (FILTER_ID_MA | FILTER_ID_GR | FILTER_ID_OB | FILTER_ID_AC | FILTER_ID_WO | FILTER_ID_NT) |
#define | ED_ASSET_TYPE_IDS_NON_EXPERIMENTAL_UI_STRING "Material, Collection, Object, Pose Action, Node Group or World" |
Functions | |
bool | ED_asset_type_id_is_non_experimental (const struct ID *id) |
bool | ED_asset_type_is_supported (const ID *id) |
int64_t | ED_asset_types_supported_as_filter_flags (void) |
#define ED_ASSET_TYPE_IDS_NON_EXPERIMENTAL_FLAGS (FILTER_ID_MA | FILTER_ID_GR | FILTER_ID_OB | FILTER_ID_AC | FILTER_ID_WO | FILTER_ID_NT) |
Definition at line 18 of file ED_asset_type.h.
#define ED_ASSET_TYPE_IDS_NON_EXPERIMENTAL_UI_STRING "Material, Collection, Object, Pose Action, Node Group or World" |
Utility: A string enumerating the non-experimental asset types. This is useful info to the user, it should be displayed in tooltips or messages. Macro to support concatenating static strings with this (not all UI code supports dynamic strings nicely). Should start with a consonant, so usages can prefix it with "a" (not "an").
Definition at line 41 of file ED_asset_type.h.
Check if the asset type for id (which doesn't need to be an asset right now) can be an asset, respecting the "Extended Asset Browser" experimental feature flag.
Definition at line 22 of file asset_type.cc.
References BKE_id_can_be_asset(), and ED_asset_type_id_is_non_experimental().
Referenced by asset_operation_get_id_vec_stats_from_context(), and ED_asset_can_mark_single_from_context().
Get the filter flags (subset of FILTER_ID_ALL) representing the asset ID types that may be turned into assets, respecting the "Extended Asset Browser" experimental feature flag.
Definition at line 37 of file asset_type.cc.
References ED_ASSET_TYPE_IDS_NON_EXPERIMENTAL_FLAGS, and FILTER_ID_ALL.
Referenced by file_refresh().