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SingularityViewer/indra/llcommon/llassettype.h

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/**
* @file llassettype.h
* @brief Declaration of LLAssetType.
*
* $LicenseInfo:firstyear=2001&license=viewerlgpl$
* 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
* $/LicenseInfo$
*/
#ifndef LL_LLASSETTYPE_H
#define LL_LLASSETTYPE_H
#include <string>
#include "stdenums.h" // for EDragAndDropType
class LL_COMMON_API LLAssetType
{
public:
enum EType
{
AT_TEXTURE = 0,
// Used for painting the faces of geometry.
// Stored in typical j2c stream format.
AT_SOUND = 1,
// Used to fill the aural spectrum.
AT_CALLINGCARD = 2,
// Links instant message access to the user on the card.
// : E.G. A card for yourself, for linden support, for
// : the guy you were talking to in the coliseum.
AT_LANDMARK = 3,
// Links to places in the world with location and a screen shot or image saved.
// : E.G. Home, linden headquarters, the coliseum, destinations where
// : we want to increase traffic.
AT_SCRIPT = 4,
// Valid scripts that can be attached to an object.
// : E.G. Open a door, jump into the air.
AT_CLOTHING = 5,
// A collection of textures and parameters that can be worn by an avatar.
AT_OBJECT = 6,
// Any combination of textures, sounds, and scripts that are
// associated with a fixed piece of geometry.
// : E.G. A hot tub, a house with working door.
AT_NOTECARD = 7,
// Just text.
AT_CATEGORY = 8,
// Holds a collection of inventory items.
// It's treated as an item in the inventory and therefore needs a type.
AT_LSL_TEXT = 10,
AT_LSL_BYTECODE = 11,
// The LSL is the scripting language.
// We've split it into a text and bytecode representation.
AT_TEXTURE_TGA = 12,
// Uncompressed TGA texture.
AT_BODYPART = 13,
// A collection of textures and parameters that can be worn by an avatar.
//AT_TRASH = 14,
// 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_SNAPSHOT_CATEGORY = 15,
// 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_LOST_AND_FOUND = 16,
// This is used to stuff lost&found items into
// uncompressed sound
AT_SOUND_WAV = 17,
// Uncompressed sound.
AT_IMAGE_TGA = 18,
// Uncompressed image, non-square.
// Not appropriate for use as a texture.
AT_IMAGE_JPEG = 19,
// Compressed image, non-square.
// Not appropriate for use as a texture.
AT_ANIMATION = 20,
// Animation.
AT_GESTURE = 21,
// Gesture, sequence of animations, sounds, chat, wait steps.
AT_SIMSTATE = 22,
// Simstate file.
AT_LINK = 24,
// Inventory symbolic link
AT_LINK_FOLDER = 25,
// Inventory folder link
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.cpp |
// | 4. ADD TO LLViewerAssetType.cpp |
// | 5. ADD TO DEFAULT_ASSET_FOR_INV in LLInventoryType.cpp |
// +*********************************************************+
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);
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