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/**
* @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
#define LL_LLASSETTYPE
#include <string>
#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); // safe conversion to std::string, *TODO: deprecate
static EType lookup(const std::string& name);
static const char* lookup(EType type);
// translation from a type to a human readable form.
static EType lookupHumanReadable( const char* name ); // safe conversion to std::string, *TODO: deprecate
static EType lookupHumanReadable( const std::string& name );
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,
std::string& desc);
static EType getType(const std::string& sin);
static std::string 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
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