Button Click Detector
Revision as of 08:56, 30 July 2010 by Burnman Bedlam (talk | contribs) (Minor language change for ToS compliance.)
<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() { llSay(0, "Hello, Avatar!"); } touch_start(integer total_number) { vector v = llDetectedTouchUV(0); if( v == TOUCH_INVALID_TEXCOORD ) { llSay(0, "I don't know what you just did."); return; }
float x = v.x; float y = 1.0-v.y; integer idx; integer rowno; integer colno; rowno = (integer)(y / (1.0/(float)vertical)); colno = (integer)(x / (1.0/(float)horizontal)); idx = rowno*horizontal + colno;
if( idx > llGetListLength(buttons) ) { llSay(0, "Great, you stumped me. Bugger off."); return; } llSay(0, "Click at " + (string)x + ", " + (string)y); llSay(0, "That is, row " + (string)rowno + ", col " + (string)colno); llSay(0, "That is, you clicked near the " + llList2String(buttons,idx) + " button."); }
} </lsl>