OpenSimMirror/OpenSim/Framework/OSChatMessage.cs

158 lines
4.7 KiB
C#

/*
* 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 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;
protected UUID m_destination = UUID.Zero;
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; }
}
public UUID Destination
{
get { return m_destination; }
set { m_destination = value; }
}
/// <summary>
///
/// </summary>
public IScene Scene
{
get { return m_scene; }
set { m_scene = value; }
}
public override string ToString()
{
return m_message;
}
#endregion
}
}