/** * @file llinventorytype.h * @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. * $/LicenseInfo$ */ #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_COUNT = 21, IT_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); 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