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diff --git a/indra/llcommon/llassettype.h b/indra/llcommon/llassettype.h
index 880b7a19b5..33705cd2b1 100644
--- a/indra/llcommon/llassettype.h
+++ b/indra/llcommon/llassettype.h
@@ -1,205 +1,205 @@
-/**
- * @file llassettype.h
- * @brief Declaration of LLAssetType.
- *
- * $LicenseInfo:firstyear=2001&license=viewergpl$
- *
- * Copyright (c) 2001-2009, Linden Research, Inc.
- *
- * Second Life Viewer Source Code
- * The source code in this file ("Source Code") is provided by Linden Lab
- * to you under the terms of the GNU General Public License, version 2.0
- * ("GPL"), unless you have obtained a separate licensing agreement
- * ("Other License"), formally executed by you and Linden Lab. Terms of
- * the GPL can be found in doc/GPL-license.txt in this distribution, or
- * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
- *
- * There are special exceptions to the terms and conditions of the GPL as
- * it is applied to this Source Code. View the full text of the exception
- * in the file doc/FLOSS-exception.txt in this software distribution, or
- * online at
- * http://secondlifegrid.net/programs/open_source/licensing/flossexception
- *
- * By copying, modifying or distributing this software, you acknowledge
- * that you have read and understood your obligations described above,
- * and agree to abide by those obligations.
- *
- * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
- * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
- * COMPLETENESS OR PERFORMANCE.
- * $/LicenseInfo$
- */
-
-#ifndef LL_LLASSETTYPE_H
-#define LL_LLASSETTYPE_H
-
-#include <string>
-
-#include "stdenums.h" // for EDragAndDropType
-
-class 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_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.
-
- 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,
- // 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.
-
- 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_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,
-
- // +*********************************************************+
- // | 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 |
- // +*********************************************************+
-
- 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);
-
- // 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 ) {}
-};
-
-#endif // LL_LLASSETTYPE_H
+/**
+ * @file llassettype.h
+ * @brief Declaration of LLAssetType.
+ *
+ * $LicenseInfo:firstyear=2001&license=viewergpl$
+ *
+ * Copyright (c) 2001-2009, Linden Research, Inc.
+ *
+ * Second Life Viewer Source Code
+ * The source code in this file ("Source Code") is provided by Linden Lab
+ * to you under the terms of the GNU General Public License, version 2.0
+ * ("GPL"), unless you have obtained a separate licensing agreement
+ * ("Other License"), formally executed by you and Linden Lab. Terms of
+ * the GPL can be found in doc/GPL-license.txt in this distribution, or
+ * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
+ *
+ * There are special exceptions to the terms and conditions of the GPL as
+ * it is applied to this Source Code. View the full text of the exception
+ * in the file doc/FLOSS-exception.txt in this software distribution, or
+ * online at
+ * http://secondlifegrid.net/programs/open_source/licensing/flossexception
+ *
+ * By copying, modifying or distributing this software, you acknowledge
+ * that you have read and understood your obligations described above,
+ * and agree to abide by those obligations.
+ *
+ * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
+ * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
+ * COMPLETENESS OR PERFORMANCE.
+ * $/LicenseInfo$
+ */
+
+#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_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.
+
+ 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,
+ // 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.
+
+ 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_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,
+
+ // +*********************************************************+
+ // | 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 |
+ // +*********************************************************+
+
+ 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);
+
+ // 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 ) {}
+};
+
+#endif // LL_LLASSETTYPE_H