Cleanup: Use reference for non-optional C++ parameter
A reference makes clear that NULL is not an expected value. So it's the prefered way of passing a `const` input parameter (at least if it may not be cheap to copy).
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@ -35,4 +35,4 @@ std::string ED_assetlist_asset_filepath_get(const bContext *C,
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/* Can return false to stop iterating. */
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using AssetListIterFn = blender::FunctionRef<bool(AssetHandle)>;
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void ED_assetlist_iterate(const AssetLibraryReference *library_reference, AssetListIterFn fn);
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void ED_assetlist_iterate(const AssetLibraryReference &library_reference, AssetListIterFn fn);
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@ -456,9 +456,9 @@ bool ED_assetlist_storage_has_list_for_library(const AssetLibraryReference *libr
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return AssetListStorage::lookup_list(*library_reference) != nullptr;
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}
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void ED_assetlist_iterate(const AssetLibraryReference *library_reference, AssetListIterFn fn)
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void ED_assetlist_iterate(const AssetLibraryReference &library_reference, AssetListIterFn fn)
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{
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AssetList *list = AssetListStorage::lookup_list(*library_reference);
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AssetList *list = AssetListStorage::lookup_list(library_reference);
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if (list) {
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list->iterate(fn);
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}
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@ -178,7 +178,7 @@ static void asset_view_template_refresh_asset_collection(
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RNA_property_collection_clear(&assets_dataptr, assets_prop);
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ED_assetlist_iterate(&asset_library_ref, [&](AssetHandle asset) {
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ED_assetlist_iterate(asset_library_ref, [&](AssetHandle asset) {
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if (!ED_asset_filter_matches_asset(&filter_settings, &asset)) {
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/* Don't do anything else, but return true to continue iterating. */
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return true;
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