/** * @file llassettype.h * @brief Declaration of LLAssetType. * * $LicenseInfo:firstyear=2001&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2010, Linden Research, Inc. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ #ifndef LL_LLASSETTYPE_H #define LL_LLASSETTYPE_H #include 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_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_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_LINK = 24, // Inventory symbolic link AT_LINK_FOLDER = 25, // Inventory folder link AT_MARKETPLACE_FOLDER = 26, // Marketplace folder. Same as an AT_CATEGORY but different display methods. AT_WIDGET = 40, // UI Widget: this is *not* an inventory asset type, only a viewer side asset (e.g. button, other ui items...) AT_PERSON = 45, // A user uuid which is not an inventory asset type, used in viewer only for adding a person to a chat via drag and drop. AT_MESH = 49, // Mesh data in our proprietary SLM format AT_RESERVED_1 = 50, AT_RESERVED_2 = 51, AT_RESERVED_3 = 52, AT_RESERVED_4 = 53, AT_RESERVED_5 = 54, AT_RESERVED_6 = 55, AT_SETTINGS = 56, // Collection of settings AT_MATERIAL = 57, // Render Material AT_GLTF = 58, // gltf json document AT_GLTF_BIN = 59, // gltf binary data AT_COUNT = 60, // +*********************************************************+ // | TO ADD AN ELEMENT TO THIS ENUM: | // +*********************************************************+ // | 1. INSERT BEFORE AT_COUNT | // | 2. INCREMENT AT_COUNT BY 1 | // | 3. ADD TO LLAssetType.cpp | // | 4. ADD TO LLViewerAssetType.cpp | // | 5. ADD TO DEFAULT_ASSET_FOR_INV in LLInventoryType.cpp | // +*********************************************************+ AT_UNKNOWN = 255, 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); static EType getType(const std::string& desc_name); static const std::string& getDesc(EType asset_type); static bool lookupCanLink(EType asset_type); static bool lookupIsLinkType(EType asset_type); static bool lookupIsAssetFetchByIDAllowed(EType asset_type); // the asset allows direct download static bool lookupIsAssetIDKnowable(EType asset_type); // asset data can be known by the viewer static LLSD getTypeNames(); static const std::string BADLOOKUP; protected: LLAssetType() {} ~LLAssetType() {} }; #endif // LL_LLASSETTYPE_H