118 lines
2.9 KiB
C#
118 lines
2.9 KiB
C#
using System;
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using libsecondlife;
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namespace OpenSim.Framework
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{
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public interface IEventArgs
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{
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IScene Scene { get; set; }
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IClientAPI Sender { get; set; }
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}
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/// <summary>
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/// ChatFromViewer Arguments
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/// </summary>
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public class ChatFromViewerArgs : EventArgs, IEventArgs
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{
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protected int m_channel;
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protected string m_from;
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protected string m_message;
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protected LLVector3 m_position;
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protected IScene m_scene;
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protected IClientAPI m_sender;
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protected object m_senderObject;
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protected ChatTypeEnum m_type;
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protected LLUUID m_fromID;
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public ChatFromViewerArgs()
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{
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m_position = new LLVector3();
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}
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/// <summary>
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/// The message sent by the user
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/// </summary>
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public string Message
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{
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get { return m_message; }
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set { m_message = value; }
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}
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/// <summary>
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/// The type of message, eg say, shout, broadcast.
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/// </summary>
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public ChatTypeEnum Type
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{
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get { return m_type; }
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set { m_type = value; }
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}
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/// <summary>
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/// Which channel was this message sent on? Different channels may have different listeners. Public chat is on channel zero.
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/// </summary>
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public int Channel
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{
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get { return m_channel; }
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set { m_channel = value; }
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}
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/// <summary>
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/// The position of the sender at the time of the message broadcast.
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/// </summary>
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public LLVector3 Position
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{
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get { return m_position; }
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set { m_position = value; }
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}
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/// <summary>
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/// The name of the sender (needed for scripts)
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/// </summary>
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public string From
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{
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get { return m_from; }
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set { m_from = value; }
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}
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#region IEventArgs Members
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/// TODO: Sender and SenderObject should just be Sender and of
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/// type IChatSender
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/// <summary>
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/// The client responsible for sending the message, or null.
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/// </summary>
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public IClientAPI Sender
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{
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get { return m_sender; }
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set { m_sender = value; }
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}
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/// <summary>
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/// The object responsible for sending the message, or null.
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/// </summary>
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public object SenderObject
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{
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get { return m_senderObject; }
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set { m_senderObject = value; }
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}
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public LLUUID SenderUUID
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{
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get { return m_fromID; }
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set { m_fromID = value; }
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}
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/// <summary>
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///
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/// </summary>
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public IScene Scene
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{
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get { return m_scene; }
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set { m_scene = value; }
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}
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#endregion
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}
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} |