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/*
* 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 OpenSimulator 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 OpenMetaverse;
using OpenSim.Framework;
namespace OpenSim.Region.Framework.Interfaces
{
public interface IDialogModule
{
/// <summary>
/// Send a non-modal alert message to a particular user. This can disappear from the user's view after a
/// small interval.
/// </summary>
/// <param name="client">
/// IClientAPI object representing the user.
/// </param>
/// <param name="message">Message text to send to the user.</param>
void SendAlertToUser(IClientAPI client, string message);
/// <summary>
/// Send an alert message to a particular user.
/// </summary>
/// <param name="client">
/// IClientAPI object representing the user.
/// </param>
/// <param name="message">Message text to send to the user.</param>
/// <param name="modal">Flag to control modality.</param>
void SendAlertToUser(IClientAPI client, string message, bool modal);
/// <summary>
/// Send a non-modal alert message to a particular user.
/// </summary>
/// <param name="agentID">UUID of agent representing the user.</param>
/// <param name="message">Message text to send to the user.</param>
void SendAlertToUser(UUID agentID, string message);
/// <summary>
/// Send an alert message to a particular user.
/// </summary>
/// <param name="agentID">UUID of agent representing the user.</param>
/// <param name="message">Message text to send to the user.</param>
/// <param name="modal">Flag to control modality.</param>
void SendAlertToUser(UUID agentID, string message, bool modal);
/// <summary>
/// Send an alert message to a particular user.
/// </summary>
/// <param name="firstName">Account first name</param>
/// <param name="lastName">Account last name</param>
/// <param name="message">Message text to send to the user.</param>
/// <param name="modal">Flag to control modality.</param>
void SendAlertToUser(string firstName, string lastName, string message, bool modal);
/// <summary>
/// Send an alert message to all users in the scene.
/// </summary>
/// <param name="message">Message text to send to all users.</param>
void SendGeneralAlert(string message);
/// <summary>
/// Send a dialog box to a particular user.
/// </summary>
/// <param name="avatarID">
/// UUID of the avatar representing the user.
/// </param>
/// <param name="objectName">
/// Name of the object sending the dialog.
/// </param>
/// <param name="objectID">
/// UUID of the object sending the dialog.
/// </param>
/// <param name="ownerID">
/// UUID of the user that owns the object.
/// </param>
/// <param name="message">Message text to send to the user.</param>
/// <param name="textureID">
/// Texture UUID to pass along with the dialog.
/// </param>
/// <param name="ch">
/// Channel on which the selected button text should be broadcast.
/// </param>
/// <param name="buttonlabels">Dialog button text.</param>
void SendDialogToUser(
UUID avatarID, string objectName, UUID objectID, UUID ownerID,
string message, UUID textureID, int ch, string[] buttonlabels);
/// <summary>
/// Send a url to a particular user.
/// </summary>
/// <param name="avatarID">
/// UUID of the avatar representing the user.
/// </param>
/// <param name="objectName">
/// Name of the object sending the dialog.
/// </param>
/// <param name="objectID">
/// UUID of the object sending the dialog.
/// </param>
/// <param name="ownerID">
/// UUID of the user that owns the object.
/// </param>
/// <param name="groupOwned">
/// Flag indicating whether or not the object is group-owned.
/// </param>
/// <param name="message">Message text to send to the user.</param>
/// <param name="url">Url to send to the user.</param>
void SendUrlToUser(
UUID avatarID, string objectName, UUID objectID, UUID ownerID, bool groupOwned, string message, string url);
/// <summary>
/// Send a notification to all users in the scene. This notification should remain around until the
/// user explicitly dismisses it.
/// </summary>
/// <remarks>
/// On the Linden Labs Second Client (as of 1.21), this is a big blue box message on the upper right of the
/// screen.
/// </remarks>
/// <param name="fromAvatarID">The user sending the message</param>
/// <param name="fromAvatarName">The name of the user doing the sending</param>
/// <param name="message">The message being sent to the user</param>
void SendNotificationToUsersInRegion(UUID fromAvatarID, string fromAvatarName, string message);
/// <summary>
/// Send a textbox entry for the client to respond to
/// </summary>
/// <param name="avatarID">
/// UUID of the avatar representing the user.
/// </param>
/// <param name="message">Message text to send to the user.</param>
/// <param name="chatChannel">
/// Chat channel that the user's input should be broadcast on.
/// </param>
/// <param name="name">Name of the object sending the dialog.</param>
/// <param name="objectid">
/// UUID of the object sending the dialog.
/// </param>
/// <param name="ownerid">
/// UUID of the user that owns the object.
/// </param>
void SendTextBoxToUser(UUID avatarid, string message, int chatChannel, string name, UUID objectid, UUID ownerid);
}
}
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