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SingularityViewer/indra/llcommon/llassettype.cpp

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C++

/**
* @file llassettype.cpp
* @brief Implementatino of LLAssetType functionality.
*
* $LicenseInfo:firstyear=2001&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2010, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
#include "linden_common.h"
#include "llassettype.h"
#include "lldictionary.h"
#include "llmemory.h"
#include "llsingleton.h"
///----------------------------------------------------------------------------
/// Class LLAssetType
///----------------------------------------------------------------------------
struct AssetEntry : public LLDictionaryEntry
{
AssetEntry(const char *desc_name,
const char *type_name, // 8 character limit!
const char *human_name, // for decoding to human readable form; put any and as many printable characters you want in each one
bool can_link, // can you create a link to this type?
bool can_fetch, // can you fetch this asset by ID?
bool can_know) // can you see this asset's ID?
:
LLDictionaryEntry(desc_name),
mTypeName(type_name),
mHumanName(human_name),
mCanLink(can_link),
mCanFetch(can_fetch),
mCanKnow(can_know)
{
llassert(strlen(mTypeName) <= 8);
}
const char *mTypeName;
const char *mHumanName;
bool mCanLink;
bool mCanFetch;
bool mCanKnow;
};
class LLAssetDictionary : public LLSingleton<LLAssetDictionary>,
public LLDictionary<LLAssetType::EType, AssetEntry>
{
public:
LLAssetDictionary();
};
LLAssetDictionary::LLAssetDictionary()
{
// DESCRIPTION TYPE NAME HUMAN NAME CAN LINK? CAN FETCH? CAN KNOW?
// |--------------------|-----------|-------------------|-----------|-----------|---------|
addEntry(LLAssetType::AT_TEXTURE, new AssetEntry("TEXTURE", "texture", "texture", true, false, true));
addEntry(LLAssetType::AT_SOUND, new AssetEntry("SOUND", "sound", "sound", true, true, true));
addEntry(LLAssetType::AT_CALLINGCARD, new AssetEntry("CALLINGCARD", "callcard", "calling card", true, false, false));
addEntry(LLAssetType::AT_LANDMARK, new AssetEntry("LANDMARK", "landmark", "landmark", true, true, true));
addEntry(LLAssetType::AT_SCRIPT, new AssetEntry("SCRIPT", "script", "legacy script", true, false, false));
addEntry(LLAssetType::AT_CLOTHING, new AssetEntry("CLOTHING", "clothing", "clothing", true, true, true));
addEntry(LLAssetType::AT_OBJECT, new AssetEntry("OBJECT", "object", "object", true, false, false));
addEntry(LLAssetType::AT_NOTECARD, new AssetEntry("NOTECARD", "notecard", "note card", true, false, true));
addEntry(LLAssetType::AT_CATEGORY, new AssetEntry("CATEGORY", "category", "folder", true, false, false));
//addEntry(LLAssetType::AT_ROOT_CATEGORY, new AssetEntry("ROOT_CATEGORY", "root", "root", false, false, false));
addEntry(LLAssetType::AT_LSL_TEXT, new AssetEntry("LSL_TEXT", "lsltext", "lsl2 script", true, false, false));
addEntry(LLAssetType::AT_LSL_BYTECODE, new AssetEntry("LSL_BYTECODE", "lslbyte", "lsl bytecode", true, false, false));
addEntry(LLAssetType::AT_TEXTURE_TGA, new AssetEntry("TEXTURE_TGA", "txtr_tga", "tga texture", true, false, false));
addEntry(LLAssetType::AT_BODYPART, new AssetEntry("BODYPART", "bodypart", "body part", true, true, true));
//addEntry(LLAssetType::AT_TRASH, new AssetEntry("TRASH", "trash", "trash", false, false, false));
//addEntry(LLAssetType::AT_SNAPSHOT_CATEGORY, new AssetEntry("SNAPSHOT_CATEGORY", "snapshot", "snapshot", false, false, false));
//addEntry(LLAssetType::AT_LOST_AND_FOUND, new AssetEntry("LOST_AND_FOUND", "lstndfnd", "lost and found", false, false, false));
addEntry(LLAssetType::AT_SOUND_WAV, new AssetEntry("SOUND_WAV", "snd_wav", "sound", true, false, false));
addEntry(LLAssetType::AT_IMAGE_TGA, new AssetEntry("IMAGE_TGA", "img_tga", "targa image", true, false, false));
addEntry(LLAssetType::AT_IMAGE_JPEG, new AssetEntry("IMAGE_JPEG", "jpeg", "jpeg image", true, false, false));
addEntry(LLAssetType::AT_ANIMATION, new AssetEntry("ANIMATION", "animatn", "animation", true, true, true));
addEntry(LLAssetType::AT_GESTURE, new AssetEntry("GESTURE", "gesture", "gesture", true, true, true));
addEntry(LLAssetType::AT_SIMSTATE, new AssetEntry("SIMSTATE", "simstate", "simstate", false, false, false));
//addEntry(LLAssetType::AT_FAVORITE, new AssetEntry("FAVORITE", "favorite", "", false, false, false));
addEntry(LLAssetType::AT_LINK, new AssetEntry("LINK", "link", "sym link", false, false, true));
addEntry(LLAssetType::AT_LINK_FOLDER, new AssetEntry("FOLDER_LINK", "link_f", "sym folder link", false, false, true));
addEntry(LLAssetType::AT_CURRENT_OUTFIT, new AssetEntry("FOLDER_LINK", "current", "current outfit", false, false, false));
addEntry(LLAssetType::AT_OUTFIT, new AssetEntry("OUTFIT", "outfit", "outfit", false, false, false));
addEntry(LLAssetType::AT_MY_OUTFITS, new AssetEntry("MY_OUTFITS", "my_otfts", "my outfits", false, false, false));
addEntry(LLAssetType::AT_MESH, new AssetEntry("MESH", "mesh", "mesh", false, true, true));
addEntry(LLAssetType::AT_SETTINGS, new AssetEntry("SETTINGS", "settings", "settings blob", true, true, true));
addEntry(LLAssetType::AT_UNKNOWN, new AssetEntry("UNKNOWN", "invalid", NULL, false, false, false));
addEntry(LLAssetType::AT_NONE, new AssetEntry("NONE", "-1", NULL, false, false, false));
};
// static
LLAssetType::EType LLAssetType::getType(const std::string& desc_name)
{
std::string s = desc_name;
LLStringUtil::toUpper(s);
return LLAssetDictionary::getInstance()->lookup(s);
}
// static
const std::string &LLAssetType::getDesc(LLAssetType::EType asset_type)
{
const AssetEntry *entry = LLAssetDictionary::getInstance()->lookup(asset_type);
if (entry)
{
return entry->mName;
}
else
{
return badLookup();
}
}
// static
const char *LLAssetType::lookup(LLAssetType::EType asset_type)
{
const LLAssetDictionary *dict = LLAssetDictionary::getInstance();
const AssetEntry *entry = dict->lookup(asset_type);
if (entry)
{
return entry->mTypeName;
}
else
{
return badLookup().c_str();
}
}
// static
LLAssetType::EType LLAssetType::lookup(const char* name)
{
return lookup(ll_safe_string(name));
}
// static
LLAssetType::EType LLAssetType::lookup(const std::string& type_name)
{
const LLAssetDictionary *dict = LLAssetDictionary::getInstance();
for (LLAssetDictionary::const_iterator iter = dict->begin();
iter != dict->end();
iter++)
{
const AssetEntry *entry = iter->second;
if (type_name == entry->mTypeName)
{
return iter->first;
}
}
return AT_NONE;
}
// static
const char *LLAssetType::lookupHumanReadable(LLAssetType::EType asset_type)
{
const LLAssetDictionary *dict = LLAssetDictionary::getInstance();
const AssetEntry *entry = dict->lookup(asset_type);
if (entry)
{
return entry->mHumanName;
}
else
{
return badLookup().c_str();
}
}
// static
LLAssetType::EType LLAssetType::lookupHumanReadable(const char* name)
{
return lookupHumanReadable(ll_safe_string(name));
}
// static
LLAssetType::EType LLAssetType::lookupHumanReadable(const std::string& readable_name)
{
const LLAssetDictionary *dict = LLAssetDictionary::getInstance();
for (LLAssetDictionary::const_iterator iter = dict->begin();
iter != dict->end();
iter++)
{
const AssetEntry *entry = iter->second;
if (entry->mHumanName && (readable_name == entry->mHumanName))
{
return iter->first;
}
}
return AT_NONE;
}
// static
bool LLAssetType::lookupCanLink(EType asset_type)
{
const LLAssetDictionary *dict = LLAssetDictionary::getInstance();
const AssetEntry *entry = dict->lookup(asset_type);
if (entry)
{
return entry->mCanLink;
}
return false;
}
// static
// Not adding this to dictionary since we probably will only have these two types
bool LLAssetType::lookupIsLinkType(EType asset_type)
{
if (asset_type == AT_LINK || asset_type == AT_LINK_FOLDER)
{
return true;
}
return false;
}
// static
const std::string &LLAssetType::badLookup()
{
static const std::string sBadLookup = "llassettype_bad_lookup";
return sBadLookup;
}
// static
bool LLAssetType::lookupIsAssetFetchByIDAllowed(EType asset_type)
{
const LLAssetDictionary *dict = LLAssetDictionary::getInstance();
const AssetEntry *entry = dict->lookup(asset_type);
if (entry)
{
return entry->mCanFetch;
}
return false;
}
// static
bool LLAssetType::lookupIsAssetIDKnowable(EType asset_type)
{
const LLAssetDictionary *dict = LLAssetDictionary::getInstance();
const AssetEntry *entry = dict->lookup(asset_type);
if (entry)
{
return entry->mCanKnow;
}
return false;
}