Difference between revisions of "Game control"

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(Remove mentions of "experimental" or "beta" status.)
 
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|p1_type=key|p1_name=id|p1_desc=avatar UUID
|p1_type=key|p1_name=id|p1_desc=avatar UUID
|p2_type=integer|p2_name=button_levels|p2_desc=bitfield of buttons held down
|p2_type=integer|p2_name=button_levels|p2_desc=bitfield of buttons held down
|p3_type=integer|p3_name=button_edges|p3_desc=bitfield of buttons that have changed
|p3_type=list|p3_name=axes|p3_desc=list of axes float values in range [-1, 1]
|p4_type=list|p4_name=axes|p4_desc=list of axes values in range [-1, 1]
|event_desc=Triggered when compatible viewer sends fresh '''GameControlInput''' message, but only for scripts on attachments or seat.
|event_desc='''Experimental''' event only available in some testing regions (soon).  Triggered when compatible viewer sends fresh '''GameControlInput''' message, but only for scripts on attachments or seat.
|constants={{LSL Constants/GameControlButtonFlags}} {{LSL Constants/GameControlAxisIndices}}
|constants={{LSL_Constants/GameControl}}
|spec=
|spec
|caveats=* If enabled at the client: avatar movements may be translated into GameControl input.
|caveats=* If enabled at the client: unhandled keystrokes will be treated as button presses.
* There is room for 32 buttons [bits 0 through 31] however at most only 16 buttons can be simultaneously held down at any one time.
* There is room for 32 buttons [bits 0 through 31] however at most only 16 buttons can be simultaneously held down at any one time.
* '''button_edges''' is computed using old an new '''button_levels''' between events, not between when the data arrives by network packet from the client. If the script is unable to process events fast enough then some rapid down-up or up-down edges may be lost.
* There are always 6 '''axes''' values, even when the controller device has more or less
* There are always 6 '''axes''' values, even when the controller device has more or less
** All '''axes''' elements will be in range [-1,1] except for '''GAME_CONTROL_AXIS_TRIGGERLEFT''' and '''GAME_CONTROL_AXIS_TRIGGERRIGHT''' which range [0, 1]
** All '''axes''' elements will be in range [-1,1]
** By default,
*** Left-tilting a thumbstick on '''GAME_CONTROL_AXIS_LEFTX''' or '''GAME_CONTROL_AXIS_RIGHTX''' yields a positive value, while right-tilting yields a negative value
*** Up-tilting a thumbstick on '''GAME_CONTROL_AXIS_LEFTY''' or '''GAME_CONTROL_AXIS_RIGHTY''' yields a positive value, while down-tilting yields a negative value
*** Pulling a trigger will increase the value of '''GAME_CONTROL_AXIS_TRIGGERLEFT''' or '''GAME_CONTROL_AXIS_TRIGGERRIGHT''', while releasing will decrease the value
|examples=
|examples=
<syntaxhighlight lang="lsl2">
<syntaxhighlight lang="lsl2">
integer prev_button_levels = 0;
integer print_list(string name, integer type, list data)
integer print_list(string name, integer type, list data)
{
{
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         llOwnerSay("Ready for game_control events");
         llOwnerSay("Ready for game_control events");
     }
     }
   
 
     game_control(key id, integer button_levels, integer button_edges, list axes)
     game_control(key id, integer button_levels, list axes)
     {
     {
        integer button_edges = button_levels ^ prev_button_levels;
        prev_button_levels = button_levels;
         string button_levels_hex = bits2nybbles(button_levels);
         string button_levels_hex = bits2nybbles(button_levels);
         string button_edges_hex = bits2nybbles(button_edges);
         string button_edges_hex = bits2nybbles(button_edges);
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|also_events={{LSL DefineRow||[[control]]|}}
|also_events={{LSL DefineRow||[[control]]|}}
|also_functions
|also_functions
|also_articles
|also_articles=[[LSL Game Control Beta]]
|also_footer
|also_footer
|notes
|notes
|mode
|mode
|deprecated
|deprecated
|cat1=Control
|cat1=Controls
}}
}}

Latest revision as of 07:08, 27 August 2024

Description

Event: game_control( key id, integer button_levels, list axes ){ ; }

Triggered when compatible viewer sends fresh GameControlInput message, but only for scripts on attachments or seat.

• key id avatar UUID
• integer button_levels bitfield of buttons held down
• list axes list of axes float values in range [-1, 1]
Constant Value
GAME_CONTROL_BUTTON_A 0x00000001
GAME_CONTROL_BUTTON_B 0x00000002
GAME_CONTROL_BUTTON_X 0x00000004
GAME_CONTROL_BUTTON_Y 0x00000008
GAME_CONTROL_BUTTON_BACK 0x00000010
GAME_CONTROL_BUTTON_GUIDE 0x00000020
GAME_CONTROL_BUTTON_START 0x00000040
GAME_CONTROL_BUTTON_LEFTSTICK 0x00000080
GAME_CONTROL_BUTTON_RIGHTSTICK 0x00000100
GAME_CONTROL_BUTTON_LEFTSHOULDER 0x00000200
GAME_CONTROL_BUTTON_RIGHTSHOULDER 0x00000400
GAME_CONTROL_BUTTON_DPAD_UP 0x00000800
GAME_CONTROL_BUTTON_DPAD_DOWN 0x00001000
GAME_CONTROL_BUTTON_DPAD_LEFT 0x00002000
GAME_CONTROL_BUTTON_DPAD_RIGHT 0x00004000
GAME_CONTROL_BUTTON_MISC1 0x00008000
GAME_CONTROL_BUTTON_PADDLE1 0x00010000
GAME_CONTROL_BUTTON_PADDLE2 0x00020000
GAME_CONTROL_BUTTON_PADDLE3 0x00040000
GAME_CONTROL_BUTTON_PADDLE4 0x00080000
GAME_CONTROL_BUTTON_TOUCHPAD 0x00100000
Constant Value
GAME_CONTROL_AXIS_LEFTX 0x00000000
GAME_CONTROL_AXIS_LEFTY 0x00000001
GAME_CONTROL_AXIS_RIGHTX 0x00000002
GAME_CONTROL_AXIS_RIGHTY 0x00000003
GAME_CONTROL_AXIS_TRIGGERLEFT 0x00000004
GAME_CONTROL_AXIS_TRIGGERRIGHT 0x00000005

Caveats

  • If enabled at the client: avatar movements may be translated into GameControl input.
  • There is room for 32 buttons [bits 0 through 31] however at most only 16 buttons can be simultaneously held down at any one time.
  • There are always 6 axes values, even when the controller device has more or less
    • All axes elements will be in range [-1,1]
    • By default,
      • Left-tilting a thumbstick on GAME_CONTROL_AXIS_LEFTX or GAME_CONTROL_AXIS_RIGHTX yields a positive value, while right-tilting yields a negative value
      • Up-tilting a thumbstick on GAME_CONTROL_AXIS_LEFTY or GAME_CONTROL_AXIS_RIGHTY yields a positive value, while down-tilting yields a negative value
      • Pulling a trigger will increase the value of GAME_CONTROL_AXIS_TRIGGERLEFT or GAME_CONTROL_AXIS_TRIGGERRIGHT, while releasing will decrease the value


Examples

integer prev_button_levels = 0;
integer print_list(string name, integer type, list data)
{
    integer data_length = llGetListLength(data);
    string text = name + " : ";
    if (data_length > 0)
    {
        integer use_comma = FALSE;
        integer i = 0;
        for (i = 0; i < data_length; i++)
        {
            if (!use_comma)
            {
                use_comma = TRUE;
            }
            else
            {
                text += ",";
            }
            if (type == TYPE_INTEGER)
            {
                integer b = (llList2Integer(data, i));
                text += (string)(b);
                llOwnerSay("pack i=" + (string)(i) + " b=" + (string)(b));
            }
            else if (type == TYPE_FLOAT)
            {
                text += (string)(llList2Float(data, i));
            }
        }
    }
    llOwnerSay(text); 
    return data_length;
}

string bits2nybbles(integer bits)
{
    integer lsn; // least significant nybble
    string nybbles = "";
    do
        nybbles = llGetSubString("0123456789ABCDEF", lsn = (bits & 0xF), lsn) + nybbles;
    while (bits = (0xfffFFFF & (bits >> 4)));
    return nybbles;
}

default
{
    state_entry()
    {
        llOwnerSay("Ready for game_control events");
    }

    game_control(key id, integer button_levels, list axes)
    {
        integer button_edges = button_levels ^ prev_button_levels;
        prev_button_levels = button_levels;

        string button_levels_hex = bits2nybbles(button_levels);
        string button_edges_hex = bits2nybbles(button_edges);
        llOwnerSay("game_control :");
        llOwnerSay("  button_levels=0x" + button_levels_hex);
        llOwnerSay("  button_edges=0x" + button_edges_hex);
        print_list("  axes", TYPE_FLOAT, axes);
    }
}

See Also

Events

•  control

Articles

LSL Game Control Beta

Deep Notes

Signature

event void game_control( key id, integer button_levels, list axes );