/** * @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 #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); /* 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