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ILibraryAsset.h
1 //========================================================================================
2 //
3 // $File$
4 //
5 // Owner: Mark VerMurlen
6 //
7 // $Author$
8 //
9 // $DateTime$
10 //
11 // $Revision$
12 //
13 // $Change$
14 //
15 // Copyright 1997-2010 Adobe Systems Incorporated. All rights reserved.
16 //
17 // NOTICE: Adobe permits you to use, modify, and distribute this file in accordance
18 // with the terms of the Adobe license agreement accompanying it. If you have received
19 // this file from a source other than Adobe, then your use, modification, or
20 // distribution of it requires the prior written permission of Adobe.
21 //
22 //
23 // Reviewed: 9/25/98
24 //
25 // Purpose:
26 // This interface is the main interface to the LibraryAsset Boss. This interface
27 // will get basic information about the asset and also controls write access.
28 //
29 //========================================================================================
30 
31 #ifndef __ILibraryAsset__
32 #define __ILibraryAsset__
33 
34 #include "IPMUnknown.h"
35 #include "LibraryProviderID.h"
36 #include "LibraryAssetID.h"
37 
39 class IPMStream;
40 
44 class ILibraryAsset : public IPMUnknown
45 {
46 public:
47  enum { kDefaultIID = IID_ILIBRARYASSET };
48 
52  virtual LibraryAssetID GetID() const = 0;
53 
57  virtual UID GetUID() const = 0;
58 
63 
68  virtual bool16 HasWriteAccess() const = 0;
69 
74  virtual bool16 AcquireWriteAccess() = 0;
75 
78  virtual void ReleaseWriteAccess() = 0;
79 
80 
81  //-------------- For Internal Use Only -------------------------
82 
83  // Sets the asset ID to the input argument. (Called once at asset creation.)
86  virtual void SetID(const LibraryAssetID& id) = 0;
87 
88  // Sets the asset collection this asset belongs to. (Called once at asset creation.)
91  virtual void SetCollection(ILibraryAssetCollection* assetCollection) = 0;
92 
93 };
94 
95 
96 #endif