/* Copyright (c) Contributors, http://opensimulator.org/
 * See CONTRIBUTORS.TXT for a full list of copyright holders.
 * 
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are met:
 *     * Redistributions of source code must retain the above copyright
 *       notice, this list of conditions and the following disclaimer.
 *     * Redistributions in binary form must reproduce the above copyright
 *       notice, this list of conditions and the following disclaimer in the
 *       documentation and/or other materials provided with the distribution.
 *     * Neither the name of the OpenSim Project nor the
 *       names of its contributors may be used to endorse or promote products
 *       derived from this software without specific prior written permission.
 * 
 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY EXPRESS OR
 * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE
 * GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
 * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
 * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
 * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

using System;
using OpenMetaverse;

namespace OpenSim.Framework
{
    public interface IEventArgs
    {
        IScene Scene { get; set; }
        IClientAPI Sender { get; set; }
    }

    /// <summary>
    /// ChatFromViewer Arguments
    /// </summary>
    public class OSChatMessage : EventArgs, IEventArgs
    {
        protected int m_channel;
        protected string m_from;
        protected string m_message;
        protected Vector3 m_position;

        protected IScene m_scene;
        protected IClientAPI m_sender;
        protected object m_senderObject;
        protected ChatTypeEnum m_type;
        protected UUID m_fromID;

        public OSChatMessage()
        {
            m_position = new Vector3();
        }

        /// <summary>
        /// The message sent by the user
        /// </summary>
        public string Message
        {
            get { return m_message; }
            set { m_message = value; }
        }

        /// <summary>
        /// The type of message, eg say, shout, broadcast.
        /// </summary>
        public ChatTypeEnum Type
        {
            get { return m_type; }
            set { m_type = value; }
        }

        /// <summary>
        /// Which channel was this message sent on? Different channels may have different listeners. Public chat is on channel zero.
        /// </summary>
        public int Channel
        {
            get { return m_channel; }
            set { m_channel = value; }
        }

        /// <summary>
        /// The position of the sender at the time of the message broadcast.
        /// </summary>
        public Vector3 Position
        {
            get { return m_position; }
            set { m_position = value; }
        }

        /// <summary>
        /// The name of the sender (needed for scripts)
        /// </summary>
        public string From
        {
            get { return m_from; }
            set { m_from = value; }
        }

        #region IEventArgs Members

        /// TODO: Sender and SenderObject should just be Sender and of
        /// type IChatSender

        /// <summary>
        /// The client responsible for sending the message, or null.
        /// </summary>
        public IClientAPI Sender
        {
            get { return m_sender; }
            set { m_sender = value; }
        }

        /// <summary>
        /// The object responsible for sending the message, or null.
        /// </summary>
        public object SenderObject
        {
            get { return m_senderObject; }
            set { m_senderObject = value; }
        }

        public UUID SenderUUID
        {
            get { return m_fromID; }
            set { m_fromID = value; }
        }

        /// <summary>
        ///
        /// </summary>
        public IScene Scene
        {
            get { return m_scene; }
            set { m_scene = value; }
        }

        #endregion
    }
}