clockwerk-opensim-stable – Blame information for rev 1
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1 | vero | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ |
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3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
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4 | * |
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5 | * Redistribution and use in source and binary forms, with or without |
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6 | * modification, are permitted provided that the following conditions are met: |
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7 | * * Redistributions of source code must retain the above copyright |
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8 | * notice, this list of conditions and the following disclaimer. |
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9 | * * Redistributions in binary form must reproduce the above copyright |
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10 | * notice, this list of conditions and the following disclaimer in the |
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11 | * documentation and/or other materials provided with the distribution. |
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12 | * * Neither the name of the OpenSimulator Project nor the |
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13 | * names of its contributors may be used to endorse or promote products |
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14 | * derived from this software without specific prior written permission. |
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15 | * |
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16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
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17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
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20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
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22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
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23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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26 | */ |
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27 | |||
28 | using OpenMetaverse; |
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29 | using OpenSim.Framework; |
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30 | |||
31 | namespace OpenSim.Region.Framework.Interfaces |
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32 | { |
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33 | public interface IDialogModule |
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34 | { |
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35 | /// <summary> |
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36 | /// Send a non-modal alert message to a particular user. This can |
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37 | /// disappear from the user's view after a small interval. |
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38 | /// </summary> |
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39 | /// <param name="client"> |
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40 | /// IClientAPI object representing the user. |
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41 | /// </param> |
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42 | /// <param name="message">Message text to send to the user.</param> |
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43 | void SendAlertToUser(IClientAPI client, string message); |
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44 | |||
45 | /// <summary> |
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46 | /// Send an alert message to a particular user. |
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47 | /// </summary> |
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48 | /// <param name="client"> |
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49 | /// IClientAPI object representing the user. |
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50 | /// </param> |
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51 | /// <param name="message">Message text to send to the user.</param> |
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52 | /// <param name="modal">Flag to control modality.</param> |
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53 | void SendAlertToUser(IClientAPI client, string message, bool modal); |
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54 | |||
55 | /// <summary> |
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56 | /// Send a non-modal alert message to a particular user. |
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57 | /// </summary> |
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58 | /// <param name="agentID">UUID of agent representing the user.</param> |
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59 | /// <param name="message">Message text to send to the user.</param> |
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60 | void SendAlertToUser(UUID agentID, string message); |
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61 | |||
62 | /// <summary> |
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63 | /// Send an alert message to a particular user. |
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64 | /// </summary> |
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65 | /// <param name="agentID">UUID of agent representing the user.</param> |
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66 | /// <param name="message">Message text to send to the user.</param> |
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67 | /// <param name="modal">Flag to control modality.</param> |
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68 | void SendAlertToUser(UUID agentID, string message, bool modal); |
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69 | |||
70 | /// <summary> |
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71 | /// Send an alert message to a particular user. |
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72 | /// </summary> |
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73 | /// <param name="firstName">Account first name</param> |
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74 | /// <param name="lastName">Account last name</param> |
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75 | /// <param name="message">Message text to send to the user.</param> |
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76 | /// <param name="modal">Flag to control modality.</param> |
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77 | void SendAlertToUser(string firstName, string lastName, |
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78 | string message, bool modal); |
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79 | |||
80 | /// <summary> |
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81 | /// Send an alert message to all users in the scene. |
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82 | /// </summary> |
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83 | /// <param name="message">Message text to send to all users.</param> |
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84 | void SendGeneralAlert(string message); |
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85 | |||
86 | /// <summary> |
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87 | /// Send a dialog box to a particular user. |
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88 | /// </summary> |
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89 | /// <param name="avatarID"> |
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90 | /// UUID of the avatar representing the user. |
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91 | /// </param> |
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92 | /// <param name="objectName"> |
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93 | /// Name of the object sending the dialog. |
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94 | /// </param> |
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95 | /// <param name="objectID"> |
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96 | /// UUID of the object sending the dialog. |
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97 | /// </param> |
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98 | /// <param name="ownerID"> |
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99 | /// UUID of the user that owns the object. |
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100 | /// </param> |
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101 | /// <param name="message">Message text to send to the user.</param> |
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102 | /// <param name="textureID"> |
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103 | /// Texture UUID to pass along with the dialog. |
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104 | /// </param> |
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105 | /// <param name="ch"> |
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106 | /// Channel on which the selected button text should be broadcast. |
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107 | /// </param> |
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108 | /// <param name="buttonlabels">Dialog button text.</param> |
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109 | void SendDialogToUser(UUID avatarID, string objectName, UUID objectID, |
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110 | UUID ownerID, string message, UUID textureID, int ch, |
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111 | string[] buttonlabels); |
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112 | |||
113 | /// <summary> |
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114 | /// Send a url to a particular user. |
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115 | /// </summary> |
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116 | /// <param name="avatarID"> |
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117 | /// UUID of the avatar representing the user. |
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118 | /// </param> |
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119 | /// <param name="objectName"> |
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120 | /// Name of the object sending the dialog. |
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121 | /// </param> |
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122 | /// <param name="objectID"> |
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123 | /// UUID of the object sending the dialog. |
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124 | /// </param> |
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125 | /// <param name="ownerID"> |
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126 | /// UUID of the user that owns the object. |
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127 | /// </param> |
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128 | /// <param name="groupOwned"> |
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129 | /// Flag indicating whether or not the object is group-owned. |
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130 | /// </param> |
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131 | /// <param name="message">Message text to send to the user.</param> |
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132 | /// <param name="url">Url to send to the user.</param> |
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133 | void SendUrlToUser(UUID avatarID, string objectName, UUID objectID, |
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134 | UUID ownerID, bool groupOwned, string message, string url); |
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135 | |||
136 | /// <summary> |
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137 | /// Send a notification to all users in the scene. This notification |
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138 | /// should remain around until the user explicitly dismisses it. |
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139 | /// </summary> |
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140 | /// <remarks> |
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141 | /// On the Linden Labs Second Client (as of 1.21), this is a big blue |
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142 | /// box message on the upper right of the screen. |
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143 | /// </remarks> |
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144 | /// <param name="fromAvatarID">The user sending the message</param> |
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145 | /// <param name="fromAvatarName"> |
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146 | /// The name of the user doing the sending |
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147 | /// </param> |
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148 | /// <param name="message">The message being sent to the user</param> |
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149 | void SendNotificationToUsersInRegion(UUID fromAvatarID, |
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150 | string fromAvatarName, string message); |
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151 | |||
152 | /// <summary> |
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153 | /// Send a textbox entry for the client to respond to |
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154 | /// </summary> |
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155 | /// <param name="avatarID"> |
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156 | /// UUID of the avatar representing the user. |
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157 | /// </param> |
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158 | /// <param name="message">Message text to send to the user.</param> |
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159 | /// <param name="chatChannel"> |
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160 | /// Chat channel that the user's input should be broadcast on. |
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161 | /// </param> |
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162 | /// <param name="name">Name of the object sending the dialog.</param> |
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163 | /// <param name="objectid"> |
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164 | /// UUID of the object sending the dialog. |
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165 | /// </param> |
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166 | /// <param name="ownerid"> |
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167 | /// UUID of the user that owns the object. |
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168 | /// </param> |
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169 | void SendTextBoxToUser(UUID avatarid, string message, int chatChannel, |
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170 | string name, UUID objectid, UUID ownerid); |
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171 | } |
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172 | } |