198 lines
6.0 KiB
C++
198 lines
6.0 KiB
C++
/**
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* @file llassettype.h
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* @brief Declaration of LLAssetType.
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*
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* $LicenseInfo:firstyear=2001&license=viewergpl$
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*
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* Copyright (c) 2001-2009, Linden Research, Inc.
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*
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* Second Life Viewer Source Code
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* The source code in this file ("Source Code") is provided by Linden Lab
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* to you under the terms of the GNU General Public License, version 2.0
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* ("GPL"), unless you have obtained a separate licensing agreement
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* ("Other License"), formally executed by you and Linden Lab. Terms of
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* the GPL can be found in doc/GPL-license.txt in this distribution, or
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* online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
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*
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* There are special exceptions to the terms and conditions of the GPL as
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* it is applied to this Source Code. View the full text of the exception
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* in the file doc/FLOSS-exception.txt in this software distribution, or
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* online at
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* http://secondlifegrid.net/programs/open_source/licensing/flossexception
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*
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* By copying, modifying or distributing this software, you acknowledge
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* that you have read and understood your obligations described above,
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* and agree to abide by those obligations.
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*
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* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
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* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
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* COMPLETENESS OR PERFORMANCE.
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* $/LicenseInfo$
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*/
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#ifndef LL_LLASSETTYPE_H
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#define LL_LLASSETTYPE_H
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#include <string>
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#include "stdenums.h" // for EDragAndDropType
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class LL_COMMON_API LLAssetType
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{
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public:
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enum EType
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{
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// Used for painting the faces of geometry.
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// Stored in typical j2c stream format
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AT_TEXTURE = 0,
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// Used to fill the aural spectrum.
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AT_SOUND = 1,
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// Links instant message access to the user on the card. eg, a
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// card for yourself, a card for linden support, a card for
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// the guy you were talking to in the coliseum.
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AT_CALLINGCARD = 2,
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// Links to places in the world with location and a screen
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// shot or image saved. eg, home, linden headquarters, the
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// coliseum, or destinations where we want to increase
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// traffic.
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AT_LANDMARK = 3,
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// Valid scripts that can be attached to an object. eg. open a
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// door, jump into the air.
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AT_SCRIPT = 4,
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// A collection of textures and parameters that can be worn
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// by an avatar.
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AT_CLOTHING = 5,
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// Any combination of textures, sounds, and scripts that are
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// associated with a fixed piece of geometry. eg, a hot tub, a
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// house with working door.
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AT_OBJECT = 6,
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// Just text
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AT_NOTECARD = 7,
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// A category holds a collection of inventory items. It's
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// treated as an item in the inventory, and therefore needs a
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// type.
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AT_CATEGORY = 8,
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// A root category is a user's root inventory category. We
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// decided to expose it visually, so it seems logical to fold
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// it into the asset types.
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//AT_ROOT_CATEGORY = 9,
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// The LSL is the brand spanking new scripting language. We've
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// split it into a text and bytecode representation.
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AT_LSL_TEXT = 10,
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AT_LSL_BYTECODE = 11,
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// uncompressed TGA texture
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AT_TEXTURE_TGA = 12,
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// A collection of textures and parameters that can be worn
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// by an avatar.
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AT_BODYPART = 13,
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// This asset type is meant to only be used as a marker for a
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// category preferred type. Using this, we can throw things in
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// the trash before completely deleting.
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//AT_TRASH = 14,
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// This is a marker for a folder meant for snapshots. No
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// actual assets will be snapshots, though if there were, you
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// could interpret them as textures.
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//AT_SNAPSHOT_CATEGORY = 15,
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// This is used to stuff lost&found items into
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//AT_LOST_AND_FOUND = 16,
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// uncompressed sound
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AT_SOUND_WAV = 17,
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// uncompressed image, non-square, and not appropriate for use
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// as a texture.
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AT_IMAGE_TGA = 18,
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// compressed image, non-square, and not appropriate for use
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// as a texture.
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AT_IMAGE_JPEG = 19,
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// animation
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AT_ANIMATION = 20,
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// gesture, sequence of animations, sounds, chat, wait steps
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AT_GESTURE = 21,
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// simstate file
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AT_SIMSTATE = 22,
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//AT_FAVORITE = 23,
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// Inventory symbolic link
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AT_LINK = 24,
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// Inventory folder link
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AT_LINK_FOLDER = 25,
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AT_CURRENT_OUTFIT = 46,
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AT_OUTFIT = 47,
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AT_MY_OUTFITS = 48,
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AT_MESH = 49,
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// Mesh data in our proprietary SLM format
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AT_COUNT = 50,
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// +*********************************************+
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// | TO ADD AN ELEMENT TO THIS ENUM: |
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// +*********************************************+
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// | 1. INSERT BEFORE AT_COUNT |
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// | 2. INCREMENT AT_COUNT BY 1 |
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// | 3. ADD TO LLAssetType::mAssetTypeNames |
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// | 4. ADD TO LLAssetType::mAssetTypeHumanNames |
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// +*********************************************+
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AT_NONE = -1
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};
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// machine transation between type and strings
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static EType lookup(const char* name); // safe conversion to std::string, *TODO: deprecate
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static EType lookup(const std::string& type_name);
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static const char* lookup(EType asset_type);
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// translation from a type to a human readable form.
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static EType lookupHumanReadable(const char* desc_name); // safe conversion to std::string, *TODO: deprecate
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static EType lookupHumanReadable(const std::string& readable_name);
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static const char* lookupHumanReadable(EType asset_type);
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//NOTE: LLAssetType::lookupDragAndDropType & LLAssetType::generateDescriptionFor moved to newview/llviewerassettype.h
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static EType getType(const std::string& desc_name);
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static const std::string& getDesc(EType asset_type);
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static bool lookupCanLink(EType asset_type);
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static bool lookupIsLinkType(EType asset_type);
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static bool lookupIsAssetFetchByIDAllowed(EType asset_type); // the asset allows direct download
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static bool lookupIsAssetIDKnowable(EType asset_type); // asset data can be known by the viewer
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static const std::string& badLookup(); // error string when a lookup fails
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protected:
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LLAssetType() {}
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~LLAssetType() {}
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};
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#ifdef CWDEBUG
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#include <iosfwd>
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inline std::ostream& operator<<(std::ostream& os, LLAssetType::EType type) { return os << LLAssetType::getDesc(type); }
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#endif
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#endif // LL_LLASSETTYPE
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