Difference between revisions of "Default"

From Second Life Wiki
Jump to navigation Jump to search
(Redirecting to Hello Avatar)
 
Line 1: Line 1:
#REDIRECT [[Hello Avatar]]
{{LSL Header|
}}{{#vardefine:name|default
}}{{#vardefine:p_events_desc|one or more {{LSLGC|Events|events}}
}}{{#vardefine:header_title|default { {{LSL Param|events}} }
}}{{#vardefine:header_text|{{{!}}
{{LSL DefineRow|event|events|{{#var:p_events_desc}}}}
{{!}}}
default state definition.
When a ''state target;'' is encountered at runtime, if the ''current'' state and the ''target'' state are different:
#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:examples|
<pre>
default
{
    touch_start(integer a)
    {
        state hello;
    }
}
 
state hello
{
    state_entry()
    {
        llOwnerSay("Hello");
        state default;
    }
    state_exit()
    {
        llOwnerSay("Goodbye");
    }
}
</pre>
}}{{#vardefine:notes|
}}{{#vardefine:caveats|*On state change all [[listen]]s are released.
}}{{#vardefine:helpers|
}}{{#vardefine:also_header|<h3>Keywords</h3>
{{{!}}
{{LSL DefineRow||[[state]]|}}
{{LSL DefineRow||[[jump]]|}}
{{LSL DefineRow||[[return]]|}}
{{!}}}
}}{{#vardefine:also_footer|
}}{{#vardefine:also_functions|
}}{{#vardefine:also_events|
{{LSL DefineRow||[[state_entry]]|}}
{{LSL DefineRow||[[state_exit]]|}}
}}{{#vardefine:also_articles|
}}{{#vardefine:also_tests|
}}{{#vardefine:location|
}}{{LSL Generic}}{{LSLC|Flow Control}}{{LSLC|Script}}

Revision as of 22:27, 5 March 2007

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

default { events }

default { events }
• event events one or more events

default state definition. 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.

Examples

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

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

See Also

Keywords

•  state
•  jump
•  return

Events

•  state_entry
•  state_exit