overte/libraries/shared/src/ComponentMode.cpp

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//
// Created by Sam Gondelman on 5/31/19
// Copyright 2019 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "ComponentMode.h"
/*@jsdoc
* <p>How an effect is applied in a {@link Entities.EntityProperties-Zone|Zone} entity.</p>
* <table>
* <thead>
* <tr><th>Value</th><th>Description</th></tr>
* </thead>
* <tbody>
* <tr><td><code>"inherit"</code></td><td>The effect from any enclosing zone continues into this zone.</td></tr>
* <tr><td><code>"disabled"</code></td><td>The effect &mdash; from any enclosing zone and this zone &mdash; is disabled in
* this zone.</td></tr>
* <tr><td><code>"enabled"</code></td><td>The effect from this zone is enabled, overriding the effect from any enclosing
* zone.</td></tr>
* </tbody>
* </table>
* @typedef {string} Entities.ComponentMode
*/
const char* componentModeNames[] = {
"inherit",
"disabled",
"enabled"
};
QString ComponentModeHelpers::getNameForComponentMode(ComponentMode mode) {
if (((int)mode <= 0) || ((int)mode >= (int)COMPONENT_MODE_ITEM_COUNT)) {
mode = (ComponentMode)0;
}
return componentModeNames[(int)mode];
}
/*@jsdoc
* <p>The priority of updates from avatars in a zone to other clients.</p>
* <table>
* <thead>
* <tr><th>Value</th><th>Description</th></tr>
* </thead>
* <tbody>
* <tr><td><code>"inherit"</code></td><td>The update priority from any enclosing zone continues into this zone.</td></tr>
* <tr><td><code>"crowd"</code></td><td>The update priority in this zone is the normal priority.</td></tr>
* <tr><td><code>"hero"</code></td><td>Avatars in this zone have an increased update priority.</td></tr>
* </tbody>
* </table>
* @typedef {string} Entities.AvatarPriorityMode
*/
const char* avatarPriorityModeNames[] = {
"inherit",
"crowd",
"hero"
};
QString AvatarPriorityModeHelpers::getNameForAvatarPriorityMode(AvatarPriorityMode mode) {
if (((int)mode <= 0) || ((int)mode >= (int)AVATAR_PRIORITY_ITEM_COUNT)) {
mode = (AvatarPriorityMode)0;
}
return avatarPriorityModeNames[(int)mode];
}