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using System;
using libsecondlife;
namespace OpenSim.Framework
{
public interface IEventArgs
{
IScene Scene { get; set; }
IClientAPI Sender { get; set; }
}
/// <summary>
/// ChatFromViewer Arguments
/// </summary>
public class ChatFromViewerArgs : EventArgs, IEventArgs
{
protected int m_channel;
protected string m_from;
protected string m_message;
protected LLVector3 m_position;
protected IScene m_scene;
protected IClientAPI m_sender;
protected object m_senderObject;
protected ChatTypeEnum m_type;
protected LLUUID m_fromID;
public ChatFromViewerArgs()
{
m_position = new LLVector3();
}
/// <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 LLVector3 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 LLUUID SenderUUID
{
get { return m_fromID; }
set { m_fromID = value; }
}
/// <summary>
///
/// </summary>
public IScene Scene
{
get { return m_scene; }
set { m_scene = value; }
}
#endregion
}
}
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