255 lines
8.9 KiB
C#
255 lines
8.9 KiB
C#
/*
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* Copyright (c) 2006-2014, openmetaverse.org
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* All rights reserved.
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*
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* - Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* - Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* - Neither the name of the openmetaverse.org nor the names
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* of its contributors may be used to endorse or promote products derived from
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* this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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namespace OpenMetaverse
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{
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/// <summary>
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/// Attribute class that allows extra attributes to be attached to ENUMs
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/// </summary>
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public class EnumInfoAttribute : Attribute
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{
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/// <summary>Text used when presenting ENUM to user</summary>
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public string Text = string.Empty;
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/// <summary>Default initializer</summary>
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public EnumInfoAttribute() { }
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/// <summary>Text used when presenting ENUM to user</summary>
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public EnumInfoAttribute(string text)
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{
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this.Text = text;
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}
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}
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/// <summary>
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/// The different types of grid assets
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/// </summary>
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public enum AssetType : sbyte
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{
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/// <summary>Unknown asset type</summary>
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Unknown = -1,
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/// <summary>Texture asset, stores in JPEG2000 J2C stream format</summary>
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Texture = 0,
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/// <summary>Sound asset</summary>
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Sound = 1,
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/// <summary>Calling card for another avatar</summary>
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CallingCard = 2,
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/// <summary>Link to a location in world</summary>
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Landmark = 3,
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// <summary>Legacy script asset, you should never see one of these</summary>
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//[Obsolete]
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//Script = 4,
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/// <summary>Collection of textures and parameters that can be
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/// worn by an avatar</summary>
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Clothing = 5,
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/// <summary>Primitive that can contain textures, sounds,
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/// scripts and more</summary>
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Object = 6,
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/// <summary>Notecard asset</summary>
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Notecard = 7,
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/// <summary>Holds a collection of inventory items</summary>
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Folder = 8,
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/// <summary>Root inventory folder</summary>
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RootFolder = 9,
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/// <summary>Linden scripting language script</summary>
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LSLText = 10,
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/// <summary>LSO bytecode for a script</summary>
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LSLBytecode = 11,
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/// <summary>Uncompressed TGA texture</summary>
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TextureTGA = 12,
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/// <summary>Collection of textures and shape parameters that can
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/// be worn</summary>
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Bodypart = 13,
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/// <summary>Trash folder</summary>
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TrashFolder = 14,
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/// <summary>Snapshot folder</summary>
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SnapshotFolder = 15,
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/// <summary>Lost and found folder</summary>
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LostAndFoundFolder = 16,
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/// <summary>Uncompressed sound</summary>
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SoundWAV = 17,
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/// <summary>Uncompressed TGA non-square image, not to be used as a
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/// texture</summary>
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ImageTGA = 18,
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/// <summary>Compressed JPEG non-square image, not to be used as a
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/// texture</summary>
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ImageJPEG = 19,
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/// <summary>Animation</summary>
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Animation = 20,
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/// <summary>Sequence of animations, sounds, chat, and pauses</summary>
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Gesture = 21,
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/// <summary>Simstate file</summary>
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Simstate = 22,
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/// <summary>Contains landmarks for favorites</summary>
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FavoriteFolder = 23,
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/// <summary>Asset is a link to another inventory item</summary>
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Link = 24,
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/// <summary>Asset is a link to another inventory folder</summary>
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LinkFolder = 25,
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/// <summary>Beginning of the range reserved for ensembles</summary>
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EnsembleStart = 26,
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/// <summary>End of the range reserved for ensembles</summary>
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EnsembleEnd = 45,
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/// <summary>Folder containing inventory links to wearables and attachments
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/// that are part of the current outfit</summary>
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CurrentOutfitFolder = 46,
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/// <summary>Folder containing inventory items or links to
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/// inventory items of wearables and attachments
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/// together make a full outfit</summary>
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OutfitFolder = 47,
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/// <summary>Root folder for the folders of type OutfitFolder</summary>
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MyOutfitsFolder = 48,
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/// <summary>Linden mesh format</summary>
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Mesh = 49,
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/// <summary>Marketplace direct delivery inbox ("Received Items")</summary>
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Inbox = 50,
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/// <summary>Marketplace direct delivery outbox</summary>
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Outbox = 51,
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/// <summary></summary>
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BasicRoot = 51,
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}
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/// <summary>
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/// Inventory Item Types, eg Script, Notecard, Folder, etc
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/// </summary>
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public enum InventoryType : sbyte
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{
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/// <summary>Unknown</summary>
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Unknown = -1,
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/// <summary>Texture</summary>
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Texture = 0,
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/// <summary>Sound</summary>
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Sound = 1,
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/// <summary>Calling Card</summary>
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CallingCard = 2,
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/// <summary>Landmark</summary>
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Landmark = 3,
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/*
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/// <summary>Script</summary>
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//[Obsolete("See LSL")] Script = 4,
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/// <summary>Clothing</summary>
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//[Obsolete("See Wearable")] Clothing = 5,
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/// <summary>Object, both single and coalesced</summary>
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*/
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Object = 6,
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/// <summary>Notecard</summary>
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Notecard = 7,
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/// <summary></summary>
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Category = 8,
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/// <summary>Folder</summary>
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Folder = 8,
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/// <summary></summary>
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RootCategory = 9,
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/// <summary>an LSL Script</summary>
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LSL = 10,
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/*
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/// <summary></summary>
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//[Obsolete("See LSL")] LSLBytecode = 11,
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/// <summary></summary>
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//[Obsolete("See Texture")] TextureTGA = 12,
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/// <summary></summary>
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//[Obsolete] Bodypart = 13,
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/// <summary></summary>
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//[Obsolete] Trash = 14,
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*/
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/// <summary></summary>
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Snapshot = 15,
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/*
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/// <summary></summary>
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//[Obsolete] LostAndFound = 16,
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*/
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/// <summary></summary>
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Attachment = 17,
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/// <summary></summary>
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Wearable = 18,
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/// <summary></summary>
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Animation = 19,
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/// <summary></summary>
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Gesture = 20,
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/// <summary></summary>
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Mesh = 22,
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}
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/// <summary>
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/// Item Sale Status
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/// </summary>
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public enum SaleType : byte
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{
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/// <summary>Not for sale</summary>
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Not = 0,
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/// <summary>The original is for sale</summary>
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Original = 1,
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/// <summary>Copies are for sale</summary>
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Copy = 2,
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/// <summary>The contents of the object are for sale</summary>
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Contents = 3
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}
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/// <summary>
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/// Types of wearable assets
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/// </summary>
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public enum WearableType : byte
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{
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/// <summary>Body shape</summary>
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Shape = 0,
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/// <summary>Skin textures and attributes</summary>
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Skin,
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/// <summary>Hair</summary>
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Hair,
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/// <summary>Eyes</summary>
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Eyes,
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/// <summary>Shirt</summary>
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Shirt,
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/// <summary>Pants</summary>
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Pants,
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/// <summary>Shoes</summary>
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Shoes,
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/// <summary>Socks</summary>
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Socks,
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/// <summary>Jacket</summary>
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Jacket,
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/// <summary>Gloves</summary>
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Gloves,
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/// <summary>Undershirt</summary>
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Undershirt,
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/// <summary>Underpants</summary>
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Underpants,
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/// <summary>Skirt</summary>
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Skirt,
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/// <summary>Alpha mask to hide parts of the avatar</summary>
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Alpha,
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/// <summary>Tattoo</summary>
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Tattoo,
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/// <summary>Physics</summary>
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Physics,
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/// <summary>Invalid wearable asset</summary>
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Invalid = 255
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};
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}
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