Add Chromium-only Blender WebEngine parity work
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101
blender-5.2.0/source/blender/blenkernel/BKE_asset.hh
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101
blender-5.2.0/source/blender/blenkernel/BKE_asset.hh
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/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup bke
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*/
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#pragma once
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#include "BLI_compiler_attrs.h"
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#include "DNA_asset_types.h"
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namespace blender {
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struct AssetLibraryReference;
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struct AssetMetaData;
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struct AssetTag;
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struct BlendDataReader;
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struct BlendWriter;
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struct ID;
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struct IDProperty;
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struct PreviewImage;
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using PreSaveFn = void (*)(void *asset_ptr, AssetMetaData *asset_data);
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using OnMarkAssetFn = void (*)(void *asset_ptr, AssetMetaData *asset_data);
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using OnClearAssetDataFn = void (*)(void *asset_ptr, AssetMetaData *asset_data);
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struct AssetTypeInfo {
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/**
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* For local assets (assets in the current .blend file), a callback to execute before the file is
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* saved.
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*/
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PreSaveFn pre_save_fn;
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OnMarkAssetFn on_mark_asset_fn;
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/**
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* Should be called whenever a local asset gets cleared of its asset data but stays available
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* otherwise, i.e. when an asset data-block is turned back into a normal data-block.
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*/
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OnClearAssetDataFn on_clear_asset_fn;
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};
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AssetMetaData *BKE_asset_metadata_create();
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void BKE_asset_metadata_free(AssetMetaData **asset_data);
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/**
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* Create a copy of the #AssetMetaData so that it can be assigned to another asset.
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*
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* The caller becomes the owner of the returned pointer.
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*/
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AssetMetaData *BKE_asset_metadata_copy(const AssetMetaData *source);
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struct AssetTagEnsureResult {
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AssetTag *tag;
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/* Set to false if a tag of this name was already present. */
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bool is_new;
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};
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AssetTag *BKE_asset_metadata_tag_add(AssetMetaData *asset_data, const char *name)
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ATTR_NONNULL(1, 2);
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/**
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* Make sure there is a tag with name \a name, create one if needed.
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*/
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AssetTagEnsureResult BKE_asset_metadata_tag_ensure(AssetMetaData *asset_data, const char *name);
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void BKE_asset_metadata_tag_remove(AssetMetaData *asset_data, AssetTag *tag);
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/** Clean up the catalog ID (white-spaces removed, length reduced, etc.) and assign it. */
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void BKE_asset_metadata_catalog_id_clear(AssetMetaData *asset_data);
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void BKE_asset_metadata_catalog_id_set(AssetMetaData *asset_data,
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bUUID catalog_id,
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const char *catalog_simple_name);
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void BKE_asset_library_reference_init_default(AssetLibraryReference *library_ref);
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void BKE_asset_metadata_idprop_ensure(AssetMetaData *asset_data, IDProperty *prop);
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IDProperty *BKE_asset_metadata_idprop_find(const AssetMetaData *asset_data,
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const char *name) ATTR_WARN_UNUSED_RESULT;
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PreviewImage *BKE_asset_metadata_preview_get_from_id(const AssetMetaData *asset_data,
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const ID *owner_id);
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void BKE_asset_metadata_write(BlendWriter *writer, AssetMetaData *asset_data);
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void BKE_asset_metadata_read(BlendDataReader *reader, AssetMetaData *asset_data);
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void BKE_asset_weak_reference_write(BlendWriter *writer, const AssetWeakReference *weak_ref);
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void BKE_asset_weak_reference_read(BlendDataReader *reader, AssetWeakReference *weak_ref);
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void BKE_asset_catalog_path_list_free(ListBaseT<AssetCatalogPathLink> &catalog_path_list);
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ListBaseT<AssetCatalogPathLink> BKE_asset_catalog_path_list_duplicate(
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const ListBaseT<AssetCatalogPathLink> &catalog_path_list);
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void BKE_asset_catalog_path_list_blend_write(
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BlendWriter *writer, const ListBaseT<AssetCatalogPathLink> &catalog_path_list);
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void BKE_asset_catalog_path_list_blend_read_data(
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BlendDataReader *reader, ListBaseT<AssetCatalogPathLink> &catalog_path_list);
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bool BKE_asset_catalog_path_list_has_path(const ListBaseT<AssetCatalogPathLink> &catalog_path_list,
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const char *catalog_path);
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void BKE_asset_catalog_path_list_add_path(ListBaseT<AssetCatalogPathLink> &catalog_path_list,
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const char *catalog_path);
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} // namespace blender
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