/** * @file llassettype.h * @brief Declaration of LLAssetType. * * Copyright (c) 2001-$CurrentYear$, Linden Research, Inc. * $License$ */ #ifndef LL_LLASSETTYPE #define LL_LLASSETTYPE #include "stdenums.h" // for EDragAndDropType class LLAssetType { public: enum EType { // Used for painting the faces of geometry. // Stored in typical j2c stream format AT_TEXTURE = 0, // Used to fill the aural spectrum. AT_SOUND = 1, // 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 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, // Valid scripts that can be attached to an object. eg. open a // door, jump into the air. AT_SCRIPT = 4, // A collection of textures and parameters that can be worn // by an avatar. AT_CLOTHING = 5, // 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, // Just text AT_NOTECARD = 7, // 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, // 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, // 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, // uncompressed TGA texture AT_TEXTURE_TGA = 12, // A collection of textures and parameters that can be worn // by an avatar. AT_BODYPART = 13, // 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, // 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, // This is used to stuff lost&found items into AT_LOST_AND_FOUND = 16, // uncompressed sound AT_SOUND_WAV = 17, // uncompressed image, non-square, and not appropriate for use // as a texture. AT_IMAGE_TGA = 18, // compressed image, non-square, and not appropriate for use // as a texture. AT_IMAGE_JPEG = 19, // animation AT_ANIMATION = 20, // gesture, sequence of animations, sounds, chat, wait steps AT_GESTURE = 21, // simstate file AT_SIMSTATE = 22, // +*********************************************+ // | 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_NONE = -1 }; // machine transation between type and strings static EType lookup(const char* name); static const char* lookup(EType type); // translation from a type to a human readable form. static const char* lookupHumanReadable(EType type); static EDragAndDropType lookupDragAndDropType( EType ); // 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, LLString& desc); static EType getType(const LLString& sin); static LLString getDesc(EType type); private: // don't instantiate or derive one of these objects LLAssetType( void ) {} ~LLAssetType( void ) {} private: static const char* mAssetTypeNames[]; static const char* mAssetTypeHumanNames[]; }; #endif // LL_LLASSETTYPE