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