tornavis/source/blender/editors/asset/ED_asset_type.hh

45 lines
1.5 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup edasset
*/
#pragma once
#include "DNA_ID.h"
struct ID;
namespace blender::ed::asset {
bool id_type_is_non_experimental(const ID *id);
#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)
/**
* Check if the asset type for \a id (which doesn't need to be an asset right now) can be an asset,
* respecting the "Extended Asset Browser" experimental feature flag.
*/
bool id_type_is_supported(const ID *id);
/**
* 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.
* \note Does not check for #BKE_id_can_be_asset(), so may return filter flags for IDs that can
* never be assets.
*/
int64_t types_supported_as_filter_flags();
/**
* Utility: A string enumerating the non-experimental asset types. This is useful info to
* the user, it should be displayed in tool-tips 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").
*/
#define ED_ASSET_TYPE_IDS_NON_EXPERIMENTAL_UI_STRING \
"Material, Collection, Object, Pose Action, Node Group or World"
} // namespace blender::ed::asset