Button Click Detector

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Revision as of 13:24, 7 October 2012 by Kireji Haiku (talk | contribs) (some minor readability improvements)
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<lsl> // This script assumes a grid of 4 columns, 3 rows of buttons as listed in the 'buttons' list below. // But you can change it as you like, just change horizontal to the # of columns and vertical to the # of rows, // and of course the buttons list must be updated as well. Other than that the code (and more importantly, the MATH) // should not need updating.

integer horizontal = 4; integer vertical = 3;

list buttons = [

       "brown", "red", "orange", "yellow",
       "blue", "cyan", "lblue", "gray",
       "green", "puke", "purple", "pink"];

default {

   state_entry()
   {
       // PUBLIC_CHANNEL has the integer value 0
       llSay(PUBLIC_CHANNEL, "Hello, Avatar!");
   }
   touch_start(integer num_detected)
   {
       vector touchUV = llDetectedTouchUV(0);
       if( touchUV == TOUCH_INVALID_TEXCOORD )
       {
           llSay(PUBLIC_CHANNEL, "I don't know what you just did.");
           return;
       }
       touchUV.y = 1.0 - touchUV.y;
       integer rowno = (integer)(touchUV.y / (1.0/(float)vertical));
       integer colno = (integer)(touchUV.x / (1.0/(float)horizontal));
       integer index = rowno*horizontal + colno;
       if( llGetListLength(buttons) < index )
       {
           llSay(PUBLIC_CHANNEL, "Great, you stumped me. Bugger off.");
           return;
       }
       llSay(PUBLIC_CHANNEL, "Click at <" + (string)touchUV.x + ", " + (string)touchUV.y + ">");
       llSay(PUBLIC_CHANNEL, "That is row " + (string)rowno + " and col " + (string)colno);
       llSay(PUBLIC_CHANNEL, "That is, you clicked near the " + llList2String(buttons, index) + " button.");
   }

} </lsl>