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Blender
V2.93
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The meta-data of an asset. By creating and giving this for a data-block (ID.asset_data), the data-block becomes an asset. More...
#include <DNA_asset_types.h>
Public Attributes | |
| struct IDProperty * | properties |
| char * | description |
| ListBase | tags |
| short | active_tag |
| short | tot_tags |
| char | _pad [4] |
The meta-data of an asset. By creating and giving this for a data-block (ID.asset_data), the data-block becomes an asset.
Definition at line 47 of file DNA_asset_types.h.
| char AssetMetaData::_pad[4] |
Definition at line 62 of file DNA_asset_types.h.
| short AssetMetaData::active_tag |
Definition at line 57 of file DNA_asset_types.h.
| char* AssetMetaData::description |
Optional description of this asset for display in the UI. Dynamic length.
Definition at line 52 of file DNA_asset_types.h.
Referenced by BKE_asset_metadata_read(), and BKE_asset_metadata_write().
| struct IDProperty* AssetMetaData::properties |
Custom asset meta-data. Cannot store pointers to IDs (STRUCT_NO_DATABLOCK_IDPROPERTIES)!
Definition at line 49 of file DNA_asset_types.h.
Referenced by BKE_asset_metadata_read(), and BKE_asset_metadata_write().
| ListBase AssetMetaData::tags |
User defined tags for this asset. The asset manager uses these for filtering, but how they function exactly (e.g. how they are registered to provide a list of searchable available tags) is up to the asset-engine.
Definition at line 56 of file DNA_asset_types.h.
Referenced by asset_metadata_tag_add(), BKE_asset_metadata_read(), BKE_asset_metadata_tag_add(), BKE_asset_metadata_tag_remove(), and BKE_asset_metadata_write().
| short AssetMetaData::tot_tags |
Store the number of tags to avoid continuous counting. Could be turned into runtime data, we can always reliably reconstruct it from the list.
Definition at line 60 of file DNA_asset_types.h.
Referenced by asset_metadata_tag_add(), BKE_asset_metadata_read(), and BKE_asset_metadata_tag_remove().