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source/blender/editors/asset/intern/asset_handle.cc
- This file was added.
| /* | |||||
| * This program is free software; you can redistribute it and/or | |||||
| * modify it under the terms of the GNU General Public License | |||||
| * as published by the Free Software Foundation; either version 2 | |||||
| * of the License, or (at your option) any later version. | |||||
| * | |||||
| * This program is distributed in the hope that it will be useful, | |||||
| * but WITHOUT ANY WARRANTY; without even the implied warranty of | |||||
| * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | |||||
| * GNU General Public License for more details. | |||||
| * | |||||
| * You should have received a copy of the GNU General Public License | |||||
| * along with this program; if not, write to the Free Software Foundation, | |||||
| * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. | |||||
| */ | |||||
| /** \file | |||||
| * \ingroup edasset | |||||
| * | |||||
| * 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 is | |||||
| * 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()). | |||||
| */ | |||||
| #include <string> | |||||
| #include "DNA_asset_types.h" | |||||
| #include "DNA_space_types.h" | |||||
| #include "BLO_readfile.h" | |||||
| #include "ED_asset_handle.h" | |||||
| #include "ED_asset_list.hh" | |||||
| const char *ED_asset_handle_get_name(const AssetHandle *asset) | |||||
| { | |||||
| return asset->file_data->name; | |||||
| } | |||||
| AssetMetaData *ED_asset_handle_get_metadata(const AssetHandle *asset) | |||||
| { | |||||
| return asset->file_data->asset_data; | |||||
| } | |||||
| ID *ED_asset_handle_get_local_id(const AssetHandle *asset) | |||||
| { | |||||
| return asset->file_data->id; | |||||
| } | |||||
| ID_Type ED_asset_handle_get_id_type(const AssetHandle *asset) | |||||
| { | |||||
| return static_cast<ID_Type>(asset->file_data->blentype); | |||||
| } | |||||
| int ED_asset_handle_get_preview_icon_id(const AssetHandle *asset) | |||||
| { | |||||
| return asset->file_data->preview_icon_id; | |||||
| } | |||||
| void ED_asset_handle_get_full_library_path(const bContext *C, | |||||
| const AssetLibraryReference *asset_library, | |||||
| const AssetHandle *asset, | |||||
| char r_full_lib_path[FILE_MAX_LIBEXTRA]) | |||||
| { | |||||
| *r_full_lib_path = '\0'; | |||||
| std::string asset_path = ED_assetlist_asset_filepath_get(C, *asset_library, *asset); | |||||
| if (asset_path.empty()) { | |||||
| return; | |||||
| } | |||||
| BLO_library_path_explode(asset_path.c_str(), r_full_lib_path, nullptr, nullptr); | |||||
| } | |||||