Difference between revisions of "State"

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}}{{#vardefine:p_label_state_desc|state name
}}{{#vardefine:p_label_state_desc|state name
}}{{#vardefine:p_events_desc|one or more {{LSLGC|Events|events}}
}}{{#vardefine:p_events_desc|one or more {{LSLGC|Events|events}}
}}{{#vardefine:header_title|state {{LSL Param|jump_state|target}};
}}{{#vardefine:header_title|default { {{LSL Param|events}} }
}}{{#vardefine:header_text|{{{!}}
}}{{#vardefine:header_text|{{{!}}
{{LSL DefineRow|label|target|{{#var:p_jump_state_desc}}}}
{{LSL DefineRow|event|events|{{#var:p_events_desc}}}}
{{!}}}<br/>
{{!}}}
When a ''state target;'' is encountered at runtime, if the ''current'' state and the ''target'' state are different:
The default state definition.
#Trigger [[state_exit]] in the current state if it exists and clear the event queue.
#Change state to ''target'', any [[listen]]s are unregistered.
#Trigger [[state_entry]] in the ''target'' state if it exists.
If ''target'' state is the same as the ''current'' state, no state change occurs nor do any of the side effects.
}}{{#vardefine:constants_nb|
}}{{#vardefine:constants_nb|
<div id="box">
<div id="box">
<h2>default { {{LSL Param|events}} }</h2>
<h2>state {{LSL Param|label_state|target}} { {{LSL Param|events}} }</h2>
<div style="padding: 0.5em">
<div style="padding: 0.5em">
{{{!}}
{{{!}}
{{LSL DefineRow|label|target|{{#var:p_label_state_desc}}}}
{{LSL DefineRow|event|events|{{#var:p_events_desc}}}}
{{LSL DefineRow|event|events|{{#var:p_events_desc}}}}
{{!}}}
{{!}}}
The default state definition.
'''target''' state definition.
</div>
</div>
</div>
</div>
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{{!}}
{{!}}
<div id="box">
<div id="box">
<h2>state {{LSL Param|label_state|target}} { {{LSL Param|events}} }</h2>
<h2>state {{LSL Param|jump_state|target}};</h2>
<div style="padding: 0.5em">
<div style="padding: 0.5em">
{{{!}}
{{{!}}
{{LSL DefineRow|label|target|{{#var:p_label_state_desc}}}}
{{LSL DefineRow|label|target|{{#var:p_jump_state_desc}}}}
{{LSL DefineRow|event|events|{{#var:p_events_desc}}}}
{{!}}}<br/>
{{!}}}
When a ''state target;'' is encountered at runtime, if the ''current'' state and the ''target'' state are different:
'''target''' state definition.
#Trigger [[state_exit]] in the current state if it exists and clear the event queue.
#Change state to ''target'', any [[listen]]s are unregistered.
#Trigger [[state_entry]] in the ''target'' state if it exists.
If ''target'' state is the same as the ''current'' state, no state change occurs nor do any of the side effects.
</div>
</div>
</div>
</div>
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**All [[listen]]s are released.
**All [[listen]]s are released.
**The event queue is cleared
**The event queue is cleared
*The <code>default</code> state must be defined before all others.
*The ''default'' state must be defined before all others.
}}{{#vardefine:helpers|
}}{{#vardefine:helpers|
}}{{#vardefine:also_header|<h3>Keywords</h3>
}}{{#vardefine:also_header|<h3>Keywords</h3>

Revision as of 21:48, 5 March 2007

The correct title of this article is state. The initial letter is shown capitalized due to technical restrictions.

default { events }

default { events }
• event events one or more events

The default state definition.

state target { events }

• label target state name
• event events one or more events

target state definition.

|- |

state target;

• label target name of a state to run

When a state target; is encountered at runtime, if the current state and the target state are different:

  1. Trigger state_exit in the current state if it exists and clear the event queue.
  2. Change state to target, any listens are unregistered.
  3. Trigger state_entry in the target state if it exists.

If target state is the same as the current state, no state change occurs nor do any of the side effects.

Caveats

  • On state change:
    • All listens are released.
    • The event queue is cleared
  • The default state must be defined before all others.

Examples

default
{
    touch_start(integer a)
    {
        state hello;
    }
}

state hello
{
    state_entry()
    {
        llOwnerSay("Hello");
        state default;
    }
    state_exit()
    {
        llOwnerSay("Goodbye");
    }
}

See Also

Keywords

•  jump
•  return

Events

•  state_entry
•  state_exit