182 lines
5.6 KiB
C++
182 lines
5.6 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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* $LicenseInfo:firstyear=2001&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2010, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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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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AT_TEXTURE = 0,
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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_SOUND = 1,
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// Used to fill the aural spectrum.
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AT_CALLINGCARD = 2,
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// Links instant message access to the user on the card.
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// : E.G. A card for yourself, for linden support, for
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// : the guy you were talking to in the coliseum.
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AT_LANDMARK = 3,
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// Links to places in the world with location and a screen shot or image saved.
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// : E.G. Home, linden headquarters, the coliseum, destinations where
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// : we want to increase traffic.
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AT_SCRIPT = 4,
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// Valid scripts that can be attached to an object.
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// : E.G. Open a door, jump into the air.
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AT_CLOTHING = 5,
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// A collection of textures and parameters that can be worn by an avatar.
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AT_OBJECT = 6,
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// Any combination of textures, sounds, and scripts that are
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// associated with a fixed piece of geometry.
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// : E.G. A hot tub, a house with working door.
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AT_NOTECARD = 7,
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// Just text.
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AT_CATEGORY = 8,
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// Holds a collection of inventory items.
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// It's treated as an item in the inventory and therefore needs a type.
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AT_LSL_TEXT = 10,
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AT_LSL_BYTECODE = 11,
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// The LSL is the scripting language.
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// We've split it into a text and bytecode representation.
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AT_TEXTURE_TGA = 12,
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// Uncompressed TGA texture.
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AT_BODYPART = 13,
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// A collection of textures and parameters that can be worn by an avatar.
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//AT_TRASH = 14,
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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_SNAPSHOT_CATEGORY = 15,
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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_LOST_AND_FOUND = 16,
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// This is used to stuff lost&found items into
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// uncompressed sound
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AT_SOUND_WAV = 17,
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// Uncompressed sound.
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AT_IMAGE_TGA = 18,
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// Uncompressed image, non-square.
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// Not appropriate for use as a texture.
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AT_IMAGE_JPEG = 19,
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// Compressed image, non-square.
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// Not appropriate for use as a texture.
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AT_ANIMATION = 20,
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// Animation.
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AT_GESTURE = 21,
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// Gesture, sequence of animations, sounds, chat, wait steps.
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AT_SIMSTATE = 22,
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// Simstate file.
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AT_LINK = 24,
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// Inventory symbolic link
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AT_LINK_FOLDER = 25,
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// Inventory folder link
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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.cpp |
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// | 4. ADD TO LLViewerAssetType.cpp |
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// | 5. ADD TO DEFAULT_ASSET_FOR_INV in LLInventoryType.cpp |
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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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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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