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Extending the Control Event to every pressable keys of the keyboard and mouse

Kyrah Abattoir
cruelty delight
Join date: 4 Jun 2004
Posts: 2,786
08-13-2005 20:29
link to the proposal: http://secondlife.com/vote/index.php?get_id=549

for the keyboard

Well basically the idea is to be able to record any key pressed on the keyboard, or a t least most of them; many weapons and tools made by players use cumbersome listens to send simple commands like show/hide, reloading a weapon or changing a firemode, what if we cound bind any key of the keyboard?

to this we would of course need an extra function like:

list llGetKeyboardMap(key user)

would return a list containing the keycodes of each keyboard keys in a defined order, allowing to map by script each keyboard type

for example it could return something like this for a french keyboard:
[...,"A","Z","E","R","T","Y",...]
and for an us keyboard:
[...,"Q","W","E","R","T","Y",...]

making it automatic sound easier for the scripter, however there is some keys that it wouldnt be interesting to move.

of course, this option would need (for more versatility) to be able to make more complex control event setup, we should be able , first , to stack the lltakecontrols commands

llTakeControls(CONTROL_ML_LBUTTON, TRUE, FALSE);
llTakeControls(CONTROL_LEFT, TRUE, TRUE);
should complete themselve and not overwrite.

on the same idea, adding: llRemoveControl(integer controls) would supress the said controls of the control event filter

and finally, a little modification to the llReleaseControls() event allowing to decide if we want to release the controls globally (like it is actually) or only for this script/object

for the mouse
in the same idea of the keyboard a function like:

list llGetMouseButtons(key user)
would return a list of buttons constant indicating the number of buttons the client has currently available (thus allowing the mouse controls to adapt to the buttons available)

an example of mouse button constants could be:
the two we have already
CONTROL_LBUTTON
CONTROL_ML_LBUTTON
this one in mouselook at least!!!
CONTROL_ML_RBUTTON

somthing like this for each extra button on the mouse
CONTROL_ML_BUTTON1
CONTROL_ML_BUTTON2
CONTROL_ML_BUTTON3
CONTROL_BUTTON1
CONTROL_BUTTON2
CONTROL_BUTTON3
CONTROL_MWHEELUP
CONTROL_MWHEELDOWN

so the list would return something like:
[CONTROL_LBUTTON,CONTROL_RBUTTON,CONTROL_BUTTON1] for a mouse with 3 buttons

more keys mean more interesting games and a better use of the first person view.

i hope i have been clear enough
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Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
08-13-2005 22:01
Yep. New keybindings for just about anything have been requested for some time now. I think it's fair to say we all want them. :)
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Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
08-13-2005 22:12
Plus the ability to get other kinds of control info... joysticks for instance.

But I'd be happy witha fully mappable keyboard ... for now. :D
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Kyrah Abattoir
cruelty delight
Join date: 4 Jun 2004
Posts: 2,786
08-18-2005 03:22
no more votes for this???
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apez http://tinyurl.com/yfm9d5b
metalife http://tinyurl.com/yzm3yvw
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slapt http://tinyurl.com/yfqah9u
Nekokami Dragonfly
猫神
Join date: 29 Aug 2004
Posts: 638
08-21-2005 20:21
New/complete keybindings would be good. I'm still holding out for other input, too (Prop 203).

neko