/** * @file llinventorytype.cpp * @brief Inventory item type, more specific than an asset type. * * $LicenseInfo:firstyear=2001&license=viewergpl$ * * 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. * $/LicenseInfo$ */ #include "linden_common.h" #include "llinventorytype.h" #include "lldictionary.h" #include "llmemory.h" #include "llsingleton.h" static const std::string empty_string; ///---------------------------------------------------------------------------- /// Class LLInventoryType ///---------------------------------------------------------------------------- struct InventoryEntry : public LLDictionaryEntry { InventoryEntry(const std::string &name, // unlike asset type names, not limited to 8 characters; need not match asset type names const std::string &human_name, // for decoding to human readable form; put any and as many printable characters you want in each one. int num_asset_types = 0, ...) : LLDictionaryEntry(name), mHumanName(human_name) { va_list argp; va_start(argp, num_asset_types); // Read in local textures for (U8 i=0; i < num_asset_types; i++) { LLAssetType::EType t = (LLAssetType::EType)va_arg(argp,int); mAssetTypes.push_back(t); } } const std::string mHumanName; typedef std::vector asset_vec_t; asset_vec_t mAssetTypes; }; class LLInventoryDictionary : public LLSingleton, public LLDictionary { public: LLInventoryDictionary(); }; LLInventoryDictionary::LLInventoryDictionary() { addEntry(LLInventoryType::IT_TEXTURE, new InventoryEntry("texture", "texture", 1, LLAssetType::AT_TEXTURE)); addEntry(LLInventoryType::IT_SOUND, new InventoryEntry("sound", "sound", 1, LLAssetType::AT_SOUND)); addEntry(LLInventoryType::IT_CALLINGCARD, new InventoryEntry("callcard", "calling card", 1, LLAssetType::AT_CALLINGCARD)); addEntry(LLInventoryType::IT_LANDMARK, new InventoryEntry("landmark", "landmark", 1, LLAssetType::AT_LANDMARK)); addEntry(LLInventoryType::IT_OBJECT, new InventoryEntry("object", "object", 1, LLAssetType::AT_OBJECT)); addEntry(LLInventoryType::IT_NOTECARD, new InventoryEntry("notecard", "note card", 1, LLAssetType::AT_NOTECARD)); addEntry(LLInventoryType::IT_CATEGORY, new InventoryEntry("category", "folder" )); addEntry(LLInventoryType::IT_ROOT_CATEGORY, new InventoryEntry("root", "root" )); addEntry(LLInventoryType::IT_LSL, new InventoryEntry("script", "script", 2, LLAssetType::AT_LSL_TEXT, LLAssetType::AT_LSL_BYTECODE)); addEntry(LLInventoryType::IT_SNAPSHOT, new InventoryEntry("snapshot", "snapshot", 1, LLAssetType::AT_TEXTURE)); addEntry(LLInventoryType::IT_ATTACHMENT, new InventoryEntry("attach", "attachment", 1, LLAssetType::AT_OBJECT)); addEntry(LLInventoryType::IT_WEARABLE, new InventoryEntry("wearable", "wearable", 2, LLAssetType::AT_CLOTHING, LLAssetType::AT_BODYPART)); addEntry(LLInventoryType::IT_ANIMATION, new InventoryEntry("animation", "animation", 1, LLAssetType::AT_ANIMATION)); addEntry(LLInventoryType::IT_GESTURE, new InventoryEntry("gesture", "gesture", 1, LLAssetType::AT_GESTURE)); } // Maps asset types to the default inventory type for that kind of asset. // Thus, "Lost and Found" is a "Category" static const LLInventoryType::EType DEFAULT_ASSET_FOR_INV_TYPE[LLAssetType::AT_COUNT] = { LLInventoryType::IT_TEXTURE, // AT_TEXTURE LLInventoryType::IT_SOUND, // AT_SOUND LLInventoryType::IT_CALLINGCARD, // AT_CALLINGCARD LLInventoryType::IT_LANDMARK, // AT_LANDMARK LLInventoryType::IT_LSL, // AT_SCRIPT LLInventoryType::IT_WEARABLE, // AT_CLOTHING LLInventoryType::IT_OBJECT, // AT_OBJECT LLInventoryType::IT_NOTECARD, // AT_NOTECARD LLInventoryType::IT_CATEGORY, // AT_CATEGORY LLInventoryType::IT_NONE, // (null entry) LLInventoryType::IT_LSL, // AT_LSL_TEXT LLInventoryType::IT_LSL, // AT_LSL_BYTECODE LLInventoryType::IT_TEXTURE, // AT_TEXTURE_TGA LLInventoryType::IT_WEARABLE, // AT_BODYPART LLInventoryType::IT_CATEGORY, // AT_TRASH LLInventoryType::IT_CATEGORY, // AT_SNAPSHOT_CATEGORY LLInventoryType::IT_CATEGORY, // AT_LOST_AND_FOUND LLInventoryType::IT_SOUND, // AT_SOUND_WAV LLInventoryType::IT_NONE, // AT_IMAGE_TGA LLInventoryType::IT_NONE, // AT_IMAGE_JPEG LLInventoryType::IT_ANIMATION, // AT_ANIMATION LLInventoryType::IT_GESTURE, // AT_GESTURE LLInventoryType::IT_NONE, // AT_SIMSTATE LLInventoryType::IT_NONE, // AT_LINK LLInventoryType::IT_NONE, // AT_LINK_FOLDER }; // static const std::string &LLInventoryType::lookup(EType type) { const InventoryEntry *entry = LLInventoryDictionary::getInstance()->lookup(type); if (!entry) return empty_string; return entry->mName; } // static LLInventoryType::EType LLInventoryType::lookup(const std::string& name) { return LLInventoryDictionary::getInstance()->lookup(name); } // XUI:translate // translation from a type to a human readable form. // static const std::string &LLInventoryType::lookupHumanReadable(EType type) { const InventoryEntry *entry = LLInventoryDictionary::getInstance()->lookup(type); if (!entry) return empty_string; return entry->mHumanName; } // return the default inventory for the given asset type. // static LLInventoryType::EType LLInventoryType::defaultForAssetType(LLAssetType::EType asset_type) { if((asset_type >= 0) && (asset_type < LLAssetType::AT_COUNT)) { return DEFAULT_ASSET_FOR_INV_TYPE[S32(asset_type)]; } else { return IT_NONE; } } // add any types that we don't want the user to be able to change permissions on. // static bool LLInventoryType::cannotRestrictPermissions(LLInventoryType::EType type) { switch(type) { case IT_CALLINGCARD: case IT_LANDMARK: return true; default: return false; } } bool inventory_and_asset_types_match(LLInventoryType::EType inventory_type, LLAssetType::EType asset_type) { const InventoryEntry *entry = LLInventoryDictionary::getInstance()->lookup(inventory_type); if (!entry) return false; for (InventoryEntry::asset_vec_t::const_iterator iter = entry->mAssetTypes.begin(); iter != entry->mAssetTypes.end(); iter++) { const LLAssetType::EType type = (*iter); if(type == asset_type) { return true; } } return false; }