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SingularityViewer/indra/llcommon/llassettype.h
2011-10-13 00:03:56 -05:00

198 lines
6.0 KiB
C++

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