Blender  V3.3
Functions
ED_asset_list.h File Reference

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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 ImBufED_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)
 

Function Documentation

◆ ED_assetlist_asset_image_get()

struct ImBuf* ED_assetlist_asset_image_get ( const AssetHandle asset_handle)

◆ ED_assetlist_clear()

void ED_assetlist_clear ( const struct AssetLibraryReference library_reference,
struct bContext C 
)

◆ ED_assetlist_ensure_previews_job()

void ED_assetlist_ensure_previews_job ( const struct AssetLibraryReference library_reference,
struct bContext C 
)

Referenced by uiTemplateAssetView().

◆ ED_assetlist_library_path()

const char* ED_assetlist_library_path ( const struct AssetLibraryReference library_reference)

◆ ED_assetlist_listen()

bool ED_assetlist_listen ( const struct AssetLibraryReference library_reference,
const struct wmNotifier notifier 
)
Returns
True if the region needs a UI redraw.

Referenced by asset_view_listener().

◆ ED_assetlist_size()

int ED_assetlist_size ( const struct AssetLibraryReference library_reference)
Returns
The number of assets stored in the asset list for library_reference, or -1 if there is no list fetched for it.

Referenced by uiTemplateAssetView().

◆ ED_assetlist_storage_exit()

void ED_assetlist_storage_exit ( void  )

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().

◆ ED_assetlist_storage_fetch()

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().

◆ ED_assetlist_storage_has_list_for_library()

bool ED_assetlist_storage_has_list_for_library ( const AssetLibraryReference library_reference)

◆ ED_assetlist_storage_id_remap()

void ED_assetlist_storage_id_remap ( struct ID id_old,
struct ID id_new 
)

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().

◆ ED_assetlist_storage_tag_main_data_dirty()

void ED_assetlist_storage_tag_main_data_dirty ( void  )

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().