/* * 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 { /// /// 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); } }