Blender
V3.3
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Functions | |
void | ED_assetlist_storage_fetch (const struct AssetLibraryReference *library_reference, const struct bContext *C) |
void | ED_assetlist_ensure_previews_job (const struct AssetLibraryReference *library_reference, struct bContext *C) |
void | ED_assetlist_clear (const struct AssetLibraryReference *library_reference, struct bContext *C) |
bool | ED_assetlist_storage_has_list_for_library (const AssetLibraryReference *library_reference) |
void | ED_assetlist_storage_tag_main_data_dirty (void) |
void | ED_assetlist_storage_id_remap (struct ID *id_old, struct ID *id_new) |
void | ED_assetlist_storage_exit (void) |
struct ImBuf * | ED_assetlist_asset_image_get (const AssetHandle *asset_handle) |
const char * | ED_assetlist_library_path (const struct AssetLibraryReference *library_reference) |
bool | ED_assetlist_listen (const struct AssetLibraryReference *library_reference, const struct wmNotifier *notifier) |
int | ED_assetlist_size (const struct AssetLibraryReference *library_reference) |
struct ImBuf* ED_assetlist_asset_image_get | ( | const AssetHandle * | asset_handle | ) |
Definition at line 495 of file asset_list.cc.
References AssetHandle::file_data, filelist_file_getimage(), and filelist_geticon_image_ex().
Referenced by asset_view_item_but_drag_set().
void ED_assetlist_clear | ( | const struct AssetLibraryReference * | library_reference, |
struct bContext * | C | ||
) |
Referenced by asset_library_refresh_exec().
void ED_assetlist_ensure_previews_job | ( | const struct AssetLibraryReference * | library_reference, |
struct bContext * | C | ||
) |
Referenced by uiTemplateAssetView().
const char* ED_assetlist_library_path | ( | const struct AssetLibraryReference * | library_reference | ) |
bool ED_assetlist_listen | ( | const struct AssetLibraryReference * | library_reference, |
const struct wmNotifier * | notifier | ||
) |
Referenced by asset_view_listener().
int ED_assetlist_size | ( | const struct AssetLibraryReference * | library_reference | ) |
Referenced by uiTemplateAssetView().
Can't wait for static deallocation to run. There's nested data allocated with our guarded allocator, it will complain about unfreed memory on exit.
Definition at line 543 of file asset_list.cc.
References blender::ed::asset::AssetListStorage::destruct().
Referenced by WM_exit_ex().
void ED_assetlist_storage_fetch | ( | const struct AssetLibraryReference * | library_reference, |
const struct bContext * | C | ||
) |
Invoke asset list reading, potentially in a parallel job. Won't wait until the job is done, and may return earlier.
Referenced by uiTemplateAssetView().
bool ED_assetlist_storage_has_list_for_library | ( | const AssetLibraryReference * | library_reference | ) |
Definition at line 442 of file asset_list.cc.
References blender::ed::asset::AssetListStorage::lookup_list().
Referenced by asset_library_refresh_poll().
Remapping of ID pointers within the asset lists. Typically called when an ID is deleted to clear all references to it (id_new is null then).
Definition at line 538 of file asset_list.cc.
References blender::ed::asset::AssetListStorage::remapID().
Referenced by wm_main_remap_assetlist().
Tag all asset lists in the storage that show main data as needing an update (re-fetch).
This only tags the data. If the asset list is visible on screen, the space is still responsible for ensuring the necessary redraw. It can use ED_assetlist_listen() to check if the asset-list needs a redraw for a given notifier.
Definition at line 533 of file asset_list.cc.
References blender::ed::asset::AssetListStorage::tagMainDataDirty().
Referenced by asset_view_listener(), ED_asset_clear_id(), ED_asset_mark_id(), ED_editors_init(), ed_undo_step_post(), lib_id_generate_preview_exec(), and lib_id_generate_preview_from_object_exec().