Difference between revisions of "Talk:LlSetClickAction"
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:I've answered my own question there really haven't I? You check just in case they crashed or stood up etc. Duh. How would you say this example should feature a state change? I was trying to keep it simple. I've got three states in the one I'm making and I'm not 1/2 way done yet. Mind you with my new found ability to '''create functions!!!''' <nowiki>*throws tiny party in head*</nowiki> ''oh the bliss...'' will make it simpler, faster and smaller by the time I've reworked it all. -- '''[[User:EddyFragment Robonaught|Eddy]]''' <sup><small>([[User talk:EddyFragment_Robonaught|talk]]|[[Special:Contributions/EddyFragment_Robonaught|contribs]])</small></sup> 00:22, 9 August 2009 (UTC) | :I've answered my own question there really haven't I? You check just in case they crashed or stood up etc. Duh. How would you say this example should feature a state change? I was trying to keep it simple. I've got three states in the one I'm making and I'm not 1/2 way done yet. Mind you with my new found ability to '''create functions!!!''' <nowiki>*throws tiny party in head*</nowiki> ''oh the bliss...'' will make it simpler, faster and smaller by the time I've reworked it all. -- '''[[User:EddyFragment Robonaught|Eddy]]''' <sup><small>([[User talk:EddyFragment_Robonaught|talk]]|[[Special:Contributions/EddyFragment_Robonaught|contribs]])</small></sup> 00:22, 9 August 2009 (UTC) | ||
== ''CLICK_ACTION_ZOOM'' prevents sending ''touch_start'' events == | |||
Please correct me if I'm wrong, but it ''seems'' that, when anything other than <code>CLICK_ACTION_TOUCH</code> (or <code>NONE</code>) is selected, <code>touch_start</code> events will ''not'' be sent to the script. Also, since these flags have sequential values, I suppose you cannot 'combine' them together in order to produce different action events. | |||
Let me explain what I have in mind: I have a media viewer object, and I want to make the process of watching videos smoother. As such, setting <code>CLICK_ACTION_ZOOM</code> is so useful because it pans the object into view — very, very useful! Then one assumes that the user might touch on the object, just to see what it does; at this stage, I'd love to be able to get <code>touch_start</code> events, but I guess that doesn't really work, does it?... | |||
One possible idea I had was to have a sequence of states, which would attempt to detect if the avatar was near the object and (possibly!) even looking towards it, so that it could safely stop the default zoom-on-click and switch over to touch events. Eventually it would even accept events to play media — I'm trying to save the land impact cost of having extra buttons as linked objects! | |||
— [[User:Gwyneth Llewelyn|Gwyneth Llewelyn]] ([[User talk:Gwyneth Llewelyn|talk]]) 13:18, 6 April 2022 (PDT) |
Latest revision as of 12:18, 6 April 2022
Honest innocent question Strife...How important is checking for NULL_KEY in this type of script? I was interested in a simple example here because I am making a far more complex version right now. Kinda funny that I spent all day working with this function and then found that it needed an example. yay! I was having some issues with llAvatarOnSitTarget and its obtained key during some state swaps and animation starts and stops. How could checking for NULL_KEY while the avatar is still sitting help? -- Eddy (talk|contribs) 23:46, 8 August 2009 (UTC)
- I've answered my own question there really haven't I? You check just in case they crashed or stood up etc. Duh. How would you say this example should feature a state change? I was trying to keep it simple. I've got three states in the one I'm making and I'm not 1/2 way done yet. Mind you with my new found ability to create functions!!! *throws tiny party in head* oh the bliss... will make it simpler, faster and smaller by the time I've reworked it all. -- Eddy (talk|contribs) 00:22, 9 August 2009 (UTC)
CLICK_ACTION_ZOOM prevents sending touch_start events
Please correct me if I'm wrong, but it seems that, when anything other than CLICK_ACTION_TOUCH
(or NONE
) is selected, touch_start
events will not be sent to the script. Also, since these flags have sequential values, I suppose you cannot 'combine' them together in order to produce different action events.
Let me explain what I have in mind: I have a media viewer object, and I want to make the process of watching videos smoother. As such, setting CLICK_ACTION_ZOOM
is so useful because it pans the object into view — very, very useful! Then one assumes that the user might touch on the object, just to see what it does; at this stage, I'd love to be able to get touch_start
events, but I guess that doesn't really work, does it?...
One possible idea I had was to have a sequence of states, which would attempt to detect if the avatar was near the object and (possibly!) even looking towards it, so that it could safely stop the default zoom-on-click and switch over to touch events. Eventually it would even accept events to play media — I'm trying to save the land impact cost of having extra buttons as linked objects!
— Gwyneth Llewelyn (talk) 13:18, 6 April 2022 (PDT)