internal void SendControlToScripts(uint flags)
{
ScriptControlled allflags = ScriptControlled.CONTROL_ZERO;
if (MouseDown)
{
allflags = LastCommands & (ScriptControlled.CONTROL_ML_LBUTTON | ScriptControlled.CONTROL_LBUTTON);
if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_UP) != 0 || (flags & unchecked((uint)AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_UP)) != 0)
{
allflags = ScriptControlled.CONTROL_ZERO;
MouseDown = true;
}
}
if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_DOWN) != 0)
{
allflags |= ScriptControlled.CONTROL_ML_LBUTTON;
MouseDown = true;
}
if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0)
{
allflags |= ScriptControlled.CONTROL_LBUTTON;
MouseDown = true;
}
// find all activated controls, whether the scripts are interested in them or not
if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) != 0)
{
allflags |= ScriptControlled.CONTROL_FWD;
}
if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) != 0)
{
allflags |= ScriptControlled.CONTROL_BACK;
}
if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS) != 0)
{
allflags |= ScriptControlled.CONTROL_UP;
}
if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)
{
allflags |= ScriptControlled.CONTROL_DOWN;
}
if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) != 0)
{
allflags |= ScriptControlled.CONTROL_LEFT;
}
if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) != 0)
{
allflags |= ScriptControlled.CONTROL_RIGHT;
}
if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0)
{
allflags |= ScriptControlled.CONTROL_ROT_RIGHT;
}
if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0)
{
allflags |= ScriptControlled.CONTROL_ROT_LEFT;
}
// optimization; we have to check per script, but if nothing is pressed and nothing changed, we can skip that
if (allflags != ScriptControlled.CONTROL_ZERO || allflags != LastCommands)
{
lock (scriptedcontrols)
{
foreach (KeyValuePair<UUID, ScriptControllers> kvp in scriptedcontrols)
{
UUID scriptUUID = kvp.Key;
ScriptControllers scriptControlData = kvp.Value;
ScriptControlled localHeld = allflags & scriptControlData.eventControls; // the flags interesting for us
ScriptControlled localLast = LastCommands & scriptControlData.eventControls; // the activated controls in the last cycle
ScriptControlled localChange = localHeld ^ localLast; // the changed bits
if (localHeld != ScriptControlled.CONTROL_ZERO || localChange != ScriptControlled.CONTROL_ZERO)
{
// only send if still pressed or just changed
m_scene.EventManager.TriggerControlEvent(scriptUUID, UUID, (uint)localHeld, (uint)localChange);
}
}
}
}
LastCommands = allflags;
}