diff options
author | Steven Bennetts <steve@lindenlab.com> | 2009-06-21 08:04:56 +0000 |
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committer | Steven Bennetts <steve@lindenlab.com> | 2009-06-21 08:04:56 +0000 |
commit | 9ec432034dc3c45d7ce763eb02dae4cc7f6b8da8 (patch) | |
tree | 4a505c1e0919af52800b3ffb3eaf135e7d6f9ce6 /indra/llinventory/llinventorytype.cpp | |
parent | 351ebe9fcb76f3b99c2957004bb8493a904869ee (diff) |
merge -r 122421-124917 viewer-2.0.0-2 -> viewer-2.0.0-3
ignore-dead-branch
Diffstat (limited to 'indra/llinventory/llinventorytype.cpp')
-rw-r--r-- | indra/llinventory/llinventorytype.cpp | 199 |
1 files changed, 82 insertions, 117 deletions
diff --git a/indra/llinventory/llinventorytype.cpp b/indra/llinventory/llinventorytype.cpp index a161a0ee00..ff9c698943 100644 --- a/indra/llinventory/llinventorytype.cpp +++ b/indra/llinventory/llinventorytype.cpp @@ -33,66 +33,59 @@ #include "linden_common.h" #include "llinventorytype.h" +#include "lldictionary.h" +#include "llmemory.h" +#include "llsingleton.h" + +static const std::string empty_string; ///---------------------------------------------------------------------------- /// Class LLInventoryType ///---------------------------------------------------------------------------- - -// Unlike asset type names, not limited to 8 characters. -// Need not match asset type names. -static const char* INVENTORY_TYPE_NAMES[LLInventoryType::IT_COUNT] = -{ - "texture", // 0 - "sound", - "callcard", - "landmark", - NULL, - NULL, // 5 - "object", - "notecard", - "category", - "root", - "script", // 10 - NULL, - NULL, - NULL, - NULL, - "snapshot", // 15 - NULL, - "attach", - "wearable", - "animation", - "gesture", // 20 +struct InventoryEntry : public LLDictionaryEntry +{ + InventoryEntry(const std::string &name, + const std::string &human_name, + int num_asset_types = 0, ...); + const std::string mHumanName; + typedef std::vector<LLAssetType::EType> asset_vec_t; + asset_vec_t mAssetTypes; }; -// This table is meant for decoding to human readable form. Put any -// and as many printable characters you want in each one. -// See also LLAssetType::mAssetTypeHumanNames -static const char* INVENTORY_TYPE_HUMAN_NAMES[LLInventoryType::IT_COUNT] = -{ - "texture", // 0 - "sound", - "calling card", - "landmark", - NULL, - NULL, // 5 - "object", - "note card", - "folder", - "root", - "script", // 10 - NULL, - NULL, - NULL, - NULL, - "snapshot", // 15 - NULL, - "attachment", - "wearable", - "animation", - "gesture", // 20 +class LLInventoryDictionary : public LLSingleton<LLInventoryDictionary>, + public LLDictionary<LLInventoryType::EType, InventoryEntry> +{ +public: + LLInventoryDictionary(); }; +LLInventoryDictionary::LLInventoryDictionary() +{ + addEntry(LLInventoryType::IT_TEXTURE, new InventoryEntry("texture", "texture", 1, LLAssetType::AT_TEXTURE)); + addEntry(LLInventoryType::IT_SOUND, new InventoryEntry("sound", "sound", 1, LLAssetType::AT_SOUND)); + addEntry(LLInventoryType::IT_CALLINGCARD, new InventoryEntry("callcard", "calling card", 1, LLAssetType::AT_CALLINGCARD)); + addEntry(LLInventoryType::IT_LANDMARK, new InventoryEntry("landmark", "landmark", 1, LLAssetType::AT_LANDMARK)); + //addEntry(LLInventoryType::IT_SCRIPT, new InventoryEntry(NULL,NULL)); + //addEntry(LLInventoryType::IT_CLOTHING, new InventoryEntry(NULL,NULL)); + addEntry(LLInventoryType::IT_OBJECT, new InventoryEntry("object", "object", 1, LLAssetType::AT_OBJECT)); + addEntry(LLInventoryType::IT_NOTECARD, new InventoryEntry("notecard", "note card", 1, LLAssetType::AT_NOTECARD)); + addEntry(LLInventoryType::IT_CATEGORY, new InventoryEntry("category", "folder" )); + addEntry(LLInventoryType::IT_ROOT_CATEGORY, new InventoryEntry("root", "root" )); + addEntry(LLInventoryType::IT_LSL, new InventoryEntry("script", "script", 2, LLAssetType::AT_LSL_TEXT, LLAssetType::AT_LSL_BYTECODE)); + //addEntry(LLInventoryType::IT_LSL_BYTECODE, new InventoryEntry(NULL,NULL)); + //addEntry(LLInventoryType::IT_TEXTURE_TGA, new InventoryEntry(NULL,NULL)); + //addEntry(LLInventoryType::IT_BODYPART, new InventoryEntry(NULL,NULL)); + //addEntry(LLInventoryType::IT_TRASH, new InventoryEntry(NULL,NULL)); + addEntry(LLInventoryType::IT_SNAPSHOT, new InventoryEntry("snapshot", "snapshot", 1, LLAssetType::AT_TEXTURE)); + //addEntry(LLInventoryType::IT_LOST_AND_FOUND, new InventoryEntry(NULL,NULL, )); + addEntry(LLInventoryType::IT_ATTACHMENT, new InventoryEntry("attach", "attachment", 1, LLAssetType::AT_OBJECT)); + addEntry(LLInventoryType::IT_WEARABLE, new InventoryEntry("wearable", "wearable", 2, LLAssetType::AT_CLOTHING, LLAssetType::AT_BODYPART)); + addEntry(LLInventoryType::IT_ANIMATION, new InventoryEntry("animation", "animation", 1, LLAssetType::AT_ANIMATION)); + addEntry(LLInventoryType::IT_GESTURE, new InventoryEntry("gesture", "gesture", 1, LLAssetType::AT_GESTURE)); + addEntry(LLInventoryType::IT_FAVORITE, new InventoryEntry("favorite", "favorite", 1, LLAssetType::AT_FAVORITE)); +} + + // Maps asset types to the default inventory type for that kind of asset. // Thus, "Lost and Found" is a "Category" static const LLInventoryType::EType @@ -120,76 +113,48 @@ DEFAULT_ASSET_FOR_INV_TYPE[LLAssetType::AT_COUNT] = LLInventoryType::IT_NONE, // AT_IMAGE_JPEG LLInventoryType::IT_ANIMATION, // AT_ANIMATION LLInventoryType::IT_GESTURE, // AT_GESTURE + LLInventoryType::IT_NONE, // AT_LINK + LLInventoryType::IT_FAVORITE, // AT_FAVORITE }; -static const int MAX_POSSIBLE_ASSET_TYPES = 2; -static const LLAssetType::EType -INVENTORY_TO_ASSET_TYPE[LLInventoryType::IT_COUNT][MAX_POSSIBLE_ASSET_TYPES] = +InventoryEntry::InventoryEntry(const std::string &name, + const std::string &human_name, + int num_asset_types, ...) : + LLDictionaryEntry(name), + mHumanName(human_name) { - { LLAssetType::AT_TEXTURE, LLAssetType::AT_NONE }, // IT_TEXTURE - { LLAssetType::AT_SOUND, LLAssetType::AT_NONE }, // IT_SOUND - { LLAssetType::AT_CALLINGCARD, LLAssetType::AT_NONE }, // IT_CALLINGCARD - { LLAssetType::AT_LANDMARK, LLAssetType::AT_NONE }, // IT_LANDMARK - { LLAssetType::AT_NONE, LLAssetType::AT_NONE }, - { LLAssetType::AT_NONE, LLAssetType::AT_NONE }, - { LLAssetType::AT_OBJECT, LLAssetType::AT_NONE }, // IT_OBJECT - { LLAssetType::AT_NOTECARD, LLAssetType::AT_NONE }, // IT_NOTECARD - { LLAssetType::AT_NONE, LLAssetType::AT_NONE }, // IT_CATEGORY - { LLAssetType::AT_NONE, LLAssetType::AT_NONE }, // IT_ROOT_CATEGORY - { LLAssetType::AT_LSL_TEXT, LLAssetType::AT_LSL_BYTECODE }, // IT_LSL - { LLAssetType::AT_NONE, LLAssetType::AT_NONE }, - { LLAssetType::AT_NONE, LLAssetType::AT_NONE }, - { LLAssetType::AT_NONE, LLAssetType::AT_NONE }, - { LLAssetType::AT_NONE, LLAssetType::AT_NONE }, - { LLAssetType::AT_TEXTURE, LLAssetType::AT_NONE }, // IT_SNAPSHOT - { LLAssetType::AT_NONE, LLAssetType::AT_NONE }, - { LLAssetType::AT_OBJECT, LLAssetType::AT_NONE }, // IT_ATTACHMENT - { LLAssetType::AT_CLOTHING, LLAssetType::AT_BODYPART }, // IT_WEARABLE - { LLAssetType::AT_ANIMATION, LLAssetType::AT_NONE }, // IT_ANIMATION - { LLAssetType::AT_GESTURE, LLAssetType::AT_NONE }, // IT_GESTURE -}; + va_list argp; + va_start(argp, num_asset_types); + // Read in local textures + for (U8 i=0; i < num_asset_types; i++) + { + LLAssetType::EType t = (LLAssetType::EType)va_arg(argp,int); + mAssetTypes.push_back(t); + } +} // static -const char* LLInventoryType::lookup(EType type) +const std::string &LLInventoryType::lookup(EType type) { - if((type >= 0) && (type < IT_COUNT)) - { - return INVENTORY_TYPE_NAMES[S32(type)]; - } - else - { - return NULL; - } + const InventoryEntry *entry = LLInventoryDictionary::getInstance()->lookup(type); + if (!entry) return empty_string; + return entry->mName; } // static LLInventoryType::EType LLInventoryType::lookup(const std::string& name) { - for(S32 i = 0; i < IT_COUNT; ++i) - { - if((INVENTORY_TYPE_NAMES[i]) - && (name == INVENTORY_TYPE_NAMES[i])) - { - // match - return (EType)i; - } - } - return IT_NONE; + return LLInventoryDictionary::getInstance()->lookup(name); } // XUI:translate // translation from a type to a human readable form. // static -const char* LLInventoryType::lookupHumanReadable(EType type) +const std::string &LLInventoryType::lookupHumanReadable(EType type) { - if((type >= 0) && (type < IT_COUNT)) - { - return INVENTORY_TYPE_HUMAN_NAMES[S32(type)]; - } - else - { - return NULL; - } + const InventoryEntry *entry = LLInventoryDictionary::getInstance()->lookup(type); + if (!entry) return empty_string; + return entry->mHumanName; } // return the default inventory for the given asset type. @@ -206,21 +171,21 @@ LLInventoryType::EType LLInventoryType::defaultForAssetType(LLAssetType::EType a } } -bool inventory_and_asset_types_match( - LLInventoryType::EType inventory_type, - LLAssetType::EType asset_type) +bool inventory_and_asset_types_match(LLInventoryType::EType inventory_type, + LLAssetType::EType asset_type) { - bool rv = false; - if((inventory_type >= 0) && (inventory_type < LLInventoryType::IT_COUNT)) + const InventoryEntry *entry = LLInventoryDictionary::getInstance()->lookup(inventory_type); + if (!entry) return false; + + for (InventoryEntry::asset_vec_t::const_iterator iter = entry->mAssetTypes.begin(); + iter != entry->mAssetTypes.end(); + iter++) { - for(S32 i = 0; i < MAX_POSSIBLE_ASSET_TYPES; ++i) + const LLAssetType::EType type = (*iter); + if(type == asset_type) { - if(INVENTORY_TO_ASSET_TYPE[inventory_type][i] == asset_type) - { - rv = true; - break; - } + return true; } } - return rv; + return false; } |