diff options
Diffstat (limited to 'indra/llcommon/llassettype.h')
-rw-r--r-- | indra/llcommon/llassettype.h | 137 |
1 files changed, 71 insertions, 66 deletions
diff --git a/indra/llcommon/llassettype.h b/indra/llcommon/llassettype.h index 4077b8d2c1..2f54031688 100644 --- a/indra/llcommon/llassettype.h +++ b/indra/llcommon/llassettype.h @@ -30,8 +30,8 @@ * $/LicenseInfo$ */ -#ifndef LL_LLASSETTYPE -#define LL_LLASSETTYPE +#ifndef LL_LLASSETTYPE_H +#define LL_LLASSETTYPE_H #include <string> @@ -42,137 +42,142 @@ class LLAssetType public: enum EType { - // Used for painting the faces of geometry. - // Stored in typical j2c stream format AT_TEXTURE = 0, + // Used for painting the faces of geometry. + // Stored in typical j2c stream format. - // Used to fill the aural spectrum. AT_SOUND = 1, + // Used to fill the aural spectrum. - // 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 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. - // 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, + // 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. - // Valid scripts that can be attached to an object. eg. open a - // door, jump into the air. AT_SCRIPT = 4, + // Valid scripts that can be attached to an object. + // : E.G. Open a door, jump into the air. - // A collection of textures and parameters that can be worn - // by an avatar. AT_CLOTHING = 5, + // A collection of textures and parameters that can be worn by an avatar. - // 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, + // 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. - // Just text AT_NOTECARD = 7, + // Just text. - // 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, + // Holds a collection of inventory items. + // It's treated as an item in the inventory and therefore needs a type. - // 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, + // A user's root inventory category. + // We decided to expose it visually, so it seems logical to fold + // it into the asset types. - // 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, + // The LSL is the scripting language. + // We've split it into a text and bytecode representation. - // uncompressed TGA texture AT_TEXTURE_TGA = 12, + // Uncompressed TGA texture. - // A collection of textures and parameters that can be worn - // by an avatar. AT_BODYPART = 13, + // A collection of textures and parameters that can be worn by an avatar. - // 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, + // Only to be used as a marker for a category preferred type. + // Using this, we can throw things in the trash before completely deleting. - // 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, + // A marker for a folder meant for snapshots. + // No actual assets will be snapshots, though if there were, you + // could interpret them as textures. - // This is used to stuff lost&found items into AT_LOST_AND_FOUND = 16, + // Used to stuff lost&found items into. - // uncompressed sound AT_SOUND_WAV = 17, + // Uncompressed sound. - // uncompressed image, non-square, and not appropriate for use - // as a texture. AT_IMAGE_TGA = 18, + // Uncompressed image, non-square. + // Not appropriate for use as a texture. - // compressed image, non-square, and not appropriate for use - // as a texture. AT_IMAGE_JPEG = 19, + // Compressed image, non-square. + // Not appropriate for use as a texture. - // animation AT_ANIMATION = 20, + // Animation. - // gesture, sequence of animations, sounds, chat, wait steps AT_GESTURE = 21, + // Gesture, sequence of animations, sounds, chat, wait steps. - // simstate file AT_SIMSTATE = 22, + // Simstate file. + + AT_LINK = 23, + // Inventory symbolic link + + AT_FAVORITE = 24, + // favorite items // +*********************************************+ // | 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_COUNT = 23, + AT_COUNT = 25, 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& name); - static const char* lookup(EType type); + 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* name ); // safe conversion to std::string, *TODO: deprecate - static EType lookupHumanReadable( const std::string& name ); - static const char* lookupHumanReadable(EType type); + 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 EDragAndDropType lookupDragAndDropType( EType ); + static const char* lookupCategoryName(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 type, - std::string& desc); - - static EType getType(const std::string& sin); - static std::string getDesc(EType type); + 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); + + /* 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 ) {} - -private: - static const char* mAssetTypeNames[]; - static const char* mAssetTypeHumanNames[]; + LLAssetType() {} + ~LLAssetType() {} }; -#endif // LL_LLASSETTYPE +#endif // LL_LLASSETTYPE_H |