SteamVR/Environments/Scripting/API/CDestinationsPropTool.OnHandleInput
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Function Description
table OnHandleInput(table input)
Adding this function to the entity script of a prop_destinations_tool causes it to be called periodically by the game while the tool is held. A table of motion controller inputs associated with the hand using the tool is passed to the function. Modifying the table and returning it allows for capturing inputs making the game code ignore them.
- Example
-- Note that the m_nHandID variable is the current hand ID, and needs to be set from the SetEquipped() function.
function OnHandleInput( input )
-- this is lua's ugly version of a ternary operator
-- we do this because we only care about the input from the hand that is holding us
-- but you could check input from the other hand if you want
local nIN_TRIGGER = IN_USE_HAND1; if (m_nHandID == 0) then nIN_TRIGGER = IN_USE_HAND0 end;
local nIN_GRIP = IN_GRIP_HAND1; if (m_nHandID == 0) then nIN_GRIP = IN_GRIP_HAND0 end;
-- this checks to see if the TRIGGER has been pressed on this hand
-- this is only set when the trigger is first pressed
-- if you want to see if it's HELD, check buttonsDown instead.
if ( input.buttonsPressed:IsBitSet( nIN_TRIGGER ) ) then
print( "TRIGGER is pressed" );
-- now clear it because we don't want any other tools to do anything with the trigger press
input.buttonsPressed:ClearBit( nIN_TRIGGER );
end
-- this checks if the TRIGGER has just been released
if ( input.buttonsReleased:IsBitSet( nIN_TRIGGER ) ) then
print( "TRIGGER is released" );
-- If the trigger release is not cleared, the tool will be dropped
-- as soon as the player releases the trigger after picking the tool up!
input.buttonsReleased:ClearBit( nIN_TRIGGER );
end
-- checks to see if the GRIP has been pressed this update
if ( input.buttonsReleased:IsBitSet( nIN_GRIP ) ) then
print( "GRIP is released" );
-- if it's pressed, clear the bit!
input.buttonsReleased:ClearBit( nIN_GRIP );
-- drop the tool
thisEntity:ForceDropTool();
end
-- we return the input data back to C++ code so other tools can use it
-- you could always return null if you want this tool to control 100% of the input...
return input;
end
Parameters
Type | Name | Description |
---|---|---|
table | input | Table containing the the input state for the motion controller. |
Input table
Structure of the input table passed to the function. Button values for both controllers are present in the button masks. The bit flags for the button masks can be found here.
Type | Name | Description |
---|---|---|
UInt64 | buttonsDown | Button mask for buttons being held down. |
UInt64 | buttonsPressed | Button mask for buttons that have just been pressed. |
UInt64 | buttonsReleased | Button mask for buttons that have just been released. |
float | joystickX | Todo: Find how these differ from the trackpad values.
|
float | joystickY | |
float | trackpadX | Horizontal trackpad touch position ( -1.0 to 1.0 ). |
float | trackpadY | Vertical trackpad touch position ( -1.0 to 1.0 ). |
float | triggerValue | Analog trigger value ( 0 to 1.0 ). |
Returns
table - Return the input table to pass the button data back to the game. Returning nil captures all button presses.