Alexa.NET.Gadgets 1.5.0

There is a newer version of this package available.
See the version list below for details.
dotnet add package Alexa.NET.Gadgets --version 1.5.0
NuGet\Install-Package Alexa.NET.Gadgets -Version 1.5.0
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="Alexa.NET.Gadgets" Version="1.5.0" />
For projects that support PackageReference, copy this XML node into the project file to reference the package.
paket add Alexa.NET.Gadgets --version 1.5.0
#r "nuget: Alexa.NET.Gadgets, 1.5.0"
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
// Install Alexa.NET.Gadgets as a Cake Addin
#addin nuget:?package=Alexa.NET.Gadgets&version=1.5.0

// Install Alexa.NET.Gadgets as a Cake Tool
#tool nuget:?package=Alexa.NET.Gadgets&version=1.5.0

Alexa.NET.Gadgets

A simple skill built to work with the Alexa Gadgets API, using Alexa.NET as the core

Game Controller Support

Set all attached buttons to the same color

A good one to show the user active buttons during roll call

using Alexa.NET.Gadgets.GadgetController
...
response.GadgetColor("0000FF",10000)

which is the same as

var setLight = new SetLightDirective
{
    Parameters =
        SetLightParameter.Create(
            SetLightAnimation.CreateSingle(
				AnimationSegment.Create("0000FF", 10000)))
};

response.Response.Directives.Add(setLight);

Set light color of a specific gadget

using Alexa.NET.Gadgets.GadgetController
...
response.GadgetColor("0000FF", new[] { "gadgetid1"}, 10000);

which is the same as

var setLight = new SetLightDirective
{
    TargetGadgets = new List<string>{"gadgetid1"},
    Parameters =
        SetLightParameter.Create(
            SetLightAnimation.CreateSingle(
				AnimationSegment.Create("0000FF", 10000)))
};

response.Response.Directives.Add(setLight);

Set light with more explicit settings

var setLight = new SetLightDirective
{
    TargetGadgets = new List<string> { "gadgetId1", "gadgetId2" },
    Parameters = new SetLightParameter
    {
        TriggerEvent = TriggerEvent.Down,
        TriggerEventTimeMilliseconds = 200,
        Animations = new List<SetLightAnimation> {
            new SetLightAnimation {
                Repeat = 1,
                TargetLights = new List<int> { 1 },
                Sequence = new List<AnimationSegment>
                        {
                            new AnimationSegment
                            {
                                Blend=false,
                                DurationMilliseconds = 3000,
                                Color="0000FF"
                            }
                        }
            }
        }
    }
};
skillResponse.Response.Directives.Add(setLight);

Game Engine Support

Add support for GameEngine requests - please this in constructor/startup

new GadgetRequestHandler().AddToRequestConverter();

Roll Call - Ask User to identify buttons

Adds a directive to the response that looks for buttons to be pressed, and assigns them to the list passed in on a first come first served basis (Good to use in combination with a general GadgetColor from GameController to show the user which buttons they can pick from)

using Alexa.NET.Gadgets.GameEngine
...
response.AddRollCall("first", "second");

This is equivalent to:

  • A StartInputHandler Directive - Proxy added for each name passed in - A timed out event - A "rollcall complete" event - A "rollcall complete" recogniser
    • A pattern for each name to be pressed down, once, in order.

Roll Call - Find mandatory gadgets used in roll call

When an InputHandlerEventRequest is identified, this will check to see if it was a rollcall event, and then map the matched events to the gadget ids in the order passed in. If not all gadgets are pressed down within the time it will return false.

Assuming the previous AddRollCall method was used, this would return a dictionary mapping first → firstGadgetId, second → secondGadgetId

using Alexa.NET.Gadgets.GameEngine
...
switch(skillRequest.Request)
{
    case InputHandlerEventRequest inputHandler:
      inputHandler.TryRollCallResult(out Dictionary<string,string> mapping, "first","second");
}

Roll Call - Find optional gadgets used in roll call

When an InputHandlerEventRequest is identified, this will check to see if it was a rollcall event, and then map the matched events to the gadget ids in the order passed in. If not all gadgets are passed in, it will return a mapping for those distinct buttons pressed during the time. If the event was neither roll call nor time out, or no event was found, then it will return false.

Assuming the previous AddRollCall method was used, this would return:

  • a dictionary mapping first → firstGadgetId, second → secondGadgetId if both buttons were pressed
  • a dictionary mapping first → firstGadgetId if one button was pressed within the timeout
  • a false result and a null mapping object if the event was neither rollcall nor timeout
using Alexa.NET.Gadgets.GameEngine
...
switch(skillRequest.Request)
{
    case InputHandlerEventRequest inputHandler:
      inputHandler.TryRollCallOptionalResult(out Dictionary<string,string> mapping, "first","second");
}

In Game - find out which gadget is pressed down first

Adds a directive which triggers a InputHandlerEventRequest when any of the mentioned buttons is pressed.

The triggered event is given the name passed in (in this case buzzedIn)

using Alexa.NET.Gadgets.GameEngine
...
response.WhenFirstButtonDown(new[] { gadget1, gadget2 }, "buzzedIn", 10000);

this can also be done with a roll call result:

using Alexa.NET.Gadgets.GameEngine
...
switch(skillRequest.Request)
{
    case InputHandlerEventRequest inputHandler:
      if(inputHandler.TryRollCallOptionalResult(out Dictionary<string,string> mapping, "first","second"))
      {
        response.WhenFirstButtonDown(mapping, "buzzedIn", 10000);
      }
}

In Game - find out which gadget pressed first

When an InputHandlerEventRequest is identified, this will see if the named event is found and what the gadget that triggered it was

using Alexa.NET.Gadgets.GameEngine
...
switch(skillRequest.Request)
{
    case InputHandlerEventRequest inputHandler:
      if(inputHandler.TryMapEventGadget("buzzedIn", out var gadgetId))
      {
        //Perform logic based on who buzzed in
      }
}

Custom Interface Support

Get endpoints

  var api = new EndpointApi(skillRequest);
  var endpoints = await api.GetEndpoints();

Send Interface Directive

  SendDirective.AddToDirectiveConverter(); //Only if you're deserializing directives from JSON
  var directive = new SendDirective(endpointId, interfaceNamespace, interfaceName, customPayload);
  skillResponse.Response.AddDirective(directive);

Start Monitoring Interface Events

   StartEventHandler.AddToDirectiveConverter(); //As before - if deserializing
   const string gameOverText = "Game over! Would you like to hear your stats?";
   var token = Guid.Parse("1234abcd-40bb-11e9-9527-6b98b093d166");
   var expected = new StartEventHandler(
       token,
       new Expiration(8000, new {gameOverSpeech=gameOverText}),
       FilterMatchAction.SendAndTerminate,
       new CombinedFilterExpression(
           CombinationOperator.And,
           new ComparisonFilterExpression(ComparisonOperator.Equals, "header.namespace", "Custom.Robot"),
           new ComparisonFilterExpression(ComparisonOperator.GreaterThan, "payload.angle", 10)
               )
   );

Receive Interface Events

  new CustomInterfaceHandler().AddToRequestConverter();
  ...
  var request = skillRequest.Request as EventsReceivedRequest;
  var event = request.Events.First();
  //...or
  var request = skillRequest.Request as ExpiredRequest;
  var payload = request.ExpirationPayload;

Stop Monitoring Interface Events

  StopEventHandler.AddToDirectiveConverter(); //As before - if deserializing
  var directive = new StopEventHandler(tokenFromStartHandler);
  skillResponse.Response.AddDirective(directive);
Product Compatible and additional computed target framework versions.
.NET net5.0 was computed.  net5.0-windows was computed.  net6.0 was computed.  net6.0-android was computed.  net6.0-ios was computed.  net6.0-maccatalyst was computed.  net6.0-macos was computed.  net6.0-tvos was computed.  net6.0-windows was computed.  net7.0 was computed.  net7.0-android was computed.  net7.0-ios was computed.  net7.0-maccatalyst was computed.  net7.0-macos was computed.  net7.0-tvos was computed.  net7.0-windows was computed.  net8.0 was computed.  net8.0-android was computed.  net8.0-browser was computed.  net8.0-ios was computed.  net8.0-maccatalyst was computed.  net8.0-macos was computed.  net8.0-tvos was computed.  net8.0-windows was computed. 
.NET Core netcoreapp2.0 was computed.  netcoreapp2.1 was computed.  netcoreapp2.2 was computed.  netcoreapp3.0 was computed.  netcoreapp3.1 was computed. 
.NET Standard netstandard2.0 is compatible.  netstandard2.1 was computed. 
.NET Framework net461 was computed.  net462 was computed.  net463 was computed.  net47 was computed.  net471 was computed.  net472 was computed.  net48 was computed.  net481 was computed. 
MonoAndroid monoandroid was computed. 
MonoMac monomac was computed. 
MonoTouch monotouch was computed. 
Tizen tizen40 was computed.  tizen60 was computed. 
Xamarin.iOS xamarinios was computed. 
Xamarin.Mac xamarinmac was computed. 
Xamarin.TVOS xamarintvos was computed. 
Xamarin.WatchOS xamarinwatchos was computed. 
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Version Downloads Last updated
1.6.0 6,251 1/16/2020
1.5.1 504 12/21/2019
1.5.0 551 8/20/2019
1.4.0 570 8/10/2019
1.3.5 1,123 4/25/2018
1.3.1 981 4/24/2018
1.2.3 949 4/11/2018
1.2.2 955 4/10/2018
1.2.1 1,167 4/8/2018
1.1.13 1,146 4/8/2018
1.1.9 1,118 4/7/2018
1.1.2 1,097 4/5/2018
1.0.2 1,018 4/4/2018
1.0.1 980 4/4/2018
0.1.20-pre 860 3/26/2018
0.1.15-pre 896 1/4/2018
0.1.12-pre 848 12/29/2017
0.1.11-pre 946 12/27/2017
0.1.9-pre 954 12/27/2017
0.1.8-pre 849 12/26/2017

Added custom interface support