Button Click Detector
<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>