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-rw-r--r--indra/llcommon/llassettype.h62
1 files changed, 9 insertions, 53 deletions
diff --git a/indra/llcommon/llassettype.h b/indra/llcommon/llassettype.h
index 3c760e4d91..ec2290d30e 100644
--- a/indra/llcommon/llassettype.h
+++ b/indra/llcommon/llassettype.h
@@ -94,18 +94,6 @@ public:
AT_BODYPART = 13,
// A collection of textures and parameters that can be worn by an avatar.
- AT_TRASH = 14,
- // Only to 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,
- // 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,
- // Used to stuff lost&found items into.
-
AT_SOUND_WAV = 17,
// Uncompressed sound.
@@ -126,38 +114,22 @@ public:
AT_SIMSTATE = 22,
// Simstate file.
- AT_FAVORITE = 23,
- // favorite items
-
AT_LINK = 24,
// Inventory symbolic link
AT_LINK_FOLDER = 25,
// Inventory folder link
-
- AT_FOLDER_ENSEMBLE_START = 26,
- AT_FOLDER_ENSEMBLE_END = 45,
- // This range is reserved for special clothing folder types.
-
- AT_CURRENT_OUTFIT = 46,
- // Current outfit
-
- AT_OUTFIT = 47,
- // Predefined outfit ("look")
-
- AT_MY_OUTFITS = 48,
- // Folder that holds your outfits.
-
- AT_COUNT = 49,
+ AT_COUNT = 26,
// +*********************************************************+
// | TO ADD AN ELEMENT TO THIS ENUM: |
// +*********************************************************+
// | 1. INSERT BEFORE AT_COUNT |
// | 2. INCREMENT AT_COUNT BY 1 |
- // | 3. ADD TO LLAssetDictionary in LLAssetType.cpp |
- // | 3. ADD TO DEFAULT_ASSET_FOR_INV in LLInventoryType.cpp |
+ // | 3. ADD TO LLAssetType.cpp |
+ // | 4. ADD TO LLViewerAssetType.cpp |
+ // | 5. ADD TO DEFAULT_ASSET_FOR_INV in LLInventoryType.cpp |
// +*********************************************************+
AT_NONE = -1
@@ -173,33 +145,17 @@ public:
static EType lookupHumanReadable(const std::string& readable_name);
static const char* lookupHumanReadable(EType asset_type);
- // Generate a good default description. You may want to add a verb
- // or agent name after this depending on your application.
- static void generateDescriptionFor(LLAssetType::EType asset_type,
- std::string& description);
-
static EType getType(const std::string& desc_name);
static const std::string& getDesc(EType asset_type);
- static EDragAndDropType lookupDragAndDropType(EType asset_type);
static bool lookupCanLink(EType asset_type);
static bool lookupIsLinkType(EType asset_type);
- static const char* lookupCategoryName(EType asset_type);
- static bool lookupIsProtectedCategoryType(EType asset_type);
- static bool lookupIsEnsembleCategoryType(EType asset_type);
-
- /* TODO: Change return types from "const char *" to "const std::string &".
- This is fairly straightforward, but requires changing some calls to use .c_str().
- e.g.:
- - fprintf(fp, "\t\ttype\t%s\n", LLAssetType::lookup(mType));
- + fprintf(fp, "\t\ttype\t%s\n", LLAssetType::lookup(mType).c_str());
- */
-
-private:
- // don't instantiate or derive one of these objects
- LLAssetType( void ) {}
- ~LLAssetType( void ) {}
+ static const std::string& badLookup(); // error string when a lookup fails
+
+protected:
+ LLAssetType() {}
+ ~LLAssetType() {}
};
#endif // LL_LLASSETTYPE_H