/** * @file llinventorytype.h * @brief Inventory item type, more specific than an asset type. * * $LicenseInfo:firstyear=2001&license=viewerlgpl$ * 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 LLINVENTORYTYPE_H #define LLINVENTORYTYPE_H #include "llassettype.h" //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Class LLInventoryType // // Class used to encapsulate operations around inventory type. //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ class LLInventoryType { public: enum EType { IT_TEXTURE = 0, IT_SOUND = 1, IT_CALLINGCARD = 2, IT_LANDMARK = 3, //IT_SCRIPT = 4, //IT_CLOTHING = 5, IT_OBJECT = 6, IT_NOTECARD = 7, IT_CATEGORY = 8, IT_ROOT_CATEGORY = 9, IT_LSL = 10, //IT_LSL_BYTECODE = 11, //IT_TEXTURE_TGA = 12, //IT_BODYPART = 13, //IT_TRASH = 14, IT_SNAPSHOT = 15, //IT_LOST_AND_FOUND = 16, IT_ATTACHMENT = 17, IT_WEARABLE = 18, IT_ANIMATION = 19, IT_GESTURE = 20, IT_MESH = 22, IT_WIDGET = 23, IT_PERSON = 24, IT_SETTINGS = 25, IT_MATERIAL = 26, IT_GLTF = 27, IT_GLTF_BIN = 28, IT_COUNT = 29, IT_UNKNOWN = 255, IT_NONE = -1 }; enum EIconName { ICONNAME_TEXTURE, ICONNAME_SOUND, ICONNAME_CALLINGCARD_ONLINE, ICONNAME_CALLINGCARD_OFFLINE, ICONNAME_LANDMARK, ICONNAME_LANDMARK_VISITED, ICONNAME_SCRIPT, ICONNAME_CLOTHING, ICONNAME_OBJECT, ICONNAME_OBJECT_MULTI, ICONNAME_NOTECARD, ICONNAME_BODYPART, ICONNAME_SNAPSHOT, ICONNAME_BODYPART_SHAPE, ICONNAME_BODYPART_SKIN, ICONNAME_BODYPART_HAIR, ICONNAME_BODYPART_EYES, ICONNAME_CLOTHING_SHIRT, ICONNAME_CLOTHING_PANTS, ICONNAME_CLOTHING_SHOES, ICONNAME_CLOTHING_SOCKS, ICONNAME_CLOTHING_JACKET, ICONNAME_CLOTHING_GLOVES, ICONNAME_CLOTHING_UNDERSHIRT, ICONNAME_CLOTHING_UNDERPANTS, ICONNAME_CLOTHING_SKIRT, ICONNAME_CLOTHING_ALPHA, ICONNAME_CLOTHING_TATTOO, ICONNAME_CLOTHING_UNIVERSAL, ICONNAME_ANIMATION, ICONNAME_GESTURE, ICONNAME_CLOTHING_PHYSICS, ICONNAME_LINKITEM, ICONNAME_LINKFOLDER, ICONNAME_MESH, ICONNAME_SETTINGS, ICONNAME_SETTINGS_SKY, ICONNAME_SETTINGS_WATER, ICONNAME_SETTINGS_DAY, ICONNAME_MATERIAL, ICONNAME_INVALID, ICONNAME_UNKNOWN, ICONNAME_COUNT, ICONNAME_NONE = -1 }; // machine transation between type and strings static EType lookup(const std::string& name); static const std::string &lookup(EType type); // translation from a type to a human readable form. static const std::string &lookupHumanReadable(EType type); // return the default inventory for the given asset type. static EType defaultForAssetType(LLAssetType::EType asset_type); // true if this type cannot have restricted permissions. static bool cannotRestrictPermissions(EType type); static bool showInWorldPermissions(EType type); private: // don't instantiate or derive one of these objects LLInventoryType( void ); ~LLInventoryType( void ); }; // helper function that returns true if inventory type and asset type // are potentially compatible. For example, an attachment must be an // object, but a wearable can be a bodypart or clothing asset. bool inventory_and_asset_types_match(LLInventoryType::EType inventory_type, LLAssetType::EType asset_type); #endif