diff options
Diffstat (limited to 'indra/llcommon/llassettype.h')
-rw-r--r-- | indra/llcommon/llassettype.h | 410 |
1 files changed, 205 insertions, 205 deletions
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
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