Difference between revisions of "XyzzyText-UTF8"

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Xyzzy doesn't work with European characters.. :( See also [[ZZText]] for a comprehensive International low-prim solution.
Scripting tools to allow display of text on a prim: [[XyText 1.5]] (aka XyText) , [[XyzzyText]], [[XyyyyzText]], [[XyText-UTF8]], [[XyzzyText-UTF8]], [[ZZText]], [[VariText]]


However here is a Photoshop script and a variation on the main server you can use to adapt it to your needs if you are using UTF-8 fonts:
 
 
[[XyzzyText]] doesn't work with European characters.. :( See also [[ZZText]] for a comprehensive International low-prim solution. [[XyText-UTF8]] for the a full programmatic solution with standard xytext. I eventually found out that XyzzyText is really slower than XyText so I'm showing a comprehensive solution with xytext in previous link.
 
However here is a PhotoShop script and a variation on the main server you can use to adapt it to your needs if you are using UTF-8 fonts:


The theory is the following:
The theory is the following:
* prepare a 512x1024 texture with in the first part the standard Xyzzy chars, and in 2nd part customized characters (you can define up to 100 extra chars)
* prepare a 512x1024 texture with in the first part the standard Xyzzy chars, and in 2nd part customized characters (you can define up to 100 extra chars)
* modify the master and slave scripts to decode UTF-8 chars as explained below
* modify the master and slave scripts to decode UTF-8 chars as explained below
* vertical parameters taken from Xyzzy standard text have been modified to allow the fact we have twice the characters in vertical size.
* vertical parameters taken from [[XyzzyText]] standard text have been modified to allow the fact we have twice the characters in vertical size.
* typographical quality of the rendered characters is the same as the 512x512 texture version, since we are just expanding it, not compressing.
* typographical quality of the rendered characters is the same as the 512x512 texture version, since we are just expanding it, not compressing.


Line 102: Line 106:


Modifications are marked by // SALAHZAR
Modifications are marked by // SALAHZAR
<pre>
<lsl>
////////////////////////////////////////////  
////////////////////////////////////////////  
// XyzzyText v2.1.UTF8 (UTF8-support) by Salahzar Stenvaag
// XyzzyText v2.1.UTF8 (UTF8-support) by Salahzar Stenvaag
Line 766: Line 770:




</pre>
</lsl>


= Slave Script =
= Slave Script =


<pre>
<lsl>
////////////////////////////////////////////  
////////////////////////////////////////////  
// XyzzyText v2.1.UTF8 Slave Script by Arnold Wilder
// XyzzyText v2.1.UTF8 Slave Script by Arnold Wilder
Line 1,093: Line 1,097:
    
    
}
}
</pre>
</lsl>

Latest revision as of 05:42, 30 December 2012

Scripting tools to allow display of text on a prim: XyText 1.5 (aka XyText) , XyzzyText, XyyyyzText, XyText-UTF8, XyzzyText-UTF8, ZZText, VariText


XyzzyText doesn't work with European characters.. :( See also ZZText for a comprehensive International low-prim solution. XyText-UTF8 for the a full programmatic solution with standard xytext. I eventually found out that XyzzyText is really slower than XyText so I'm showing a comprehensive solution with xytext in previous link.

However here is a PhotoShop script and a variation on the main server you can use to adapt it to your needs if you are using UTF-8 fonts:

The theory is the following:

  • prepare a 512x1024 texture with in the first part the standard Xyzzy chars, and in 2nd part customized characters (you can define up to 100 extra chars)
  • modify the master and slave scripts to decode UTF-8 chars as explained below
  • vertical parameters taken from XyzzyText standard text have been modified to allow the fact we have twice the characters in vertical size.
  • typographical quality of the rendered characters is the same as the 512x512 texture version, since we are just expanding it, not compressing.

Very Important:

  • The master script is very very tight on space, so if you really want to use this you have to cut much of it, in my real application I simply removed the extended verbs and the fading options, and rewrote the UTF-8 list using the x=(x=[])+x+newlist well known trick to save memory. If you don't do this you will likely get stack-heap collision.


Here published by Salahzar Stenvaag under the MIT license.

Photoshop VBS script

Dim appRef
Set appRef = CreateObject( "Photoshop.Application" )
' Remember current unit settings and then set units to
' the value expected by this script
Dim originalRulerUnits
originalRulerUnits = appRef.Preferences.RulerUnits
appRef.Preferences.RulerUnits = 1 ' psPixels
' Create a new 512*512 pixel document and assign it to a variable.
Dim docRef
Dim artLayerRef
Dim textItemRef
dim rows(18)
rows(1)=" !""#$%&'()"
rows(2)="*+,-./0123"
rows(3)="456789:;<="
rows(4)=">?@ABCDEFG"
rows(5)="HIJKLMNOPQ"
rows(6)="RSTUVWXYZ["
rows(7)="\]^_`abcde"
rows(8)="fghijklmno"
rows(9)="pqrstuvwxy"
rows(10)="z{|}~·ΘΩ√ "    

rows(11)="Çüéâäàåçêë"
rows(12)="èïîìÄÅÉæÆ◄"
rows(13)="öòûùÿÖÜ¢£¥"
rows(14)="₧ƒáíóúñѪº"
rows(15)="¿⌐¬½¼¡«»αß"
rows(16)="ΓπΣσµτΦΘΩδ"
rows(17)="∞φε∩≡±≥≤⌠⌡"
rows(18)="÷≈°∙·√ⁿ²€ "


dim fontname
fontname="Comics"

Set docRef = appRef.Documents.Add(512, 1024, 72, "CP850 " & fontname, 2, 3, 1)
' Create a new art layer containing text
Dim colorObj
Set colorObj=CreateObject("Photoshop.SolidColor")
colorObj.RGB.Red=255
colorObj.RGB.Green=255
colorObj.RGB.Blue=255



' Set the contents of the text layer.
for i=1 to 18
   for j=1 to 10
     Set artLayerRef = docRef.ArtLayers.Add
     artLayerRef.Kind = 2
     Set textItemRef = artLayerRef.TextItem
     ' textItemRef.Font = fontname
     textItemRef.Color=colorObj
     textItemRef.Justification = 2 
     textItemRef.Font = "A Charming Font"
     textItemRef.Size = 38
     textItemRef.Contents = mid(rows(i),j,1)
     textItemRef.Position = Array((j-1)*51.2+25,i*51.2-7)
   next
next
' Restore unit settingPhotoshop CS3
appRef.Preferences.RulerUnits = originalRulerUnits

Instructions on how to generate the texture are already published on Xyzzy main page, but just to be sure I repeat them here:

  • openup photoshop
  • click the vbs script in explorer and it will run over your photoshop
  • add one temporary layer and fill it with black just to see your characters
  • select one text layer and use "select similar layers"
  • change your font, size etc from the text tool and look how they appear (NOTE: should be monospace font)
  • merge all the selected layer into one single one
  • go to channel tab in layers, and add one new (alpha channel) it will be black per default
  • go to your font normal layer and select all
  • go to your alpha channel and paste it down
  • be sure to have the temporary black layer deselected and to select RGB layers so to see transparency in red
  • save as tga 32 bit and upload it to SL.


Modification on the master script

Modifications are marked by // SALAHZAR <lsl> //////////////////////////////////////////// // XyzzyText v2.1.UTF8 (UTF8-support) by Salahzar Stenvaag // XyzzyText v2.1 Script (Set Line Color) by Huney Jewell // XyzzyText v2.0 Script (5 Face, Single Texture) // // Heavily Modified by Thraxis Epsilon, Gigs Taggart 5/2007 and Strife Onizuka 8/2007 // Rewrite to allow one-script-per-object operation w/ optional slaves // Enable prim-label functionality // Enabled Banking // // Modified by Kermitt Quirk 19/01/2006 // To add support for 5 face prim instead of 3 // // Core XyText Originally Written by Xylor Baysklef // // ////////////////////////////////////////////

/////////////// CONSTANTS /////////////////// // XyText Message Map. integer DISPLAY_STRING = 204000; integer DISPLAY_EXTENDED = 204001; integer REMAP_INDICES = 204002; integer RESET_INDICES = 204003; integer SET_FADE_OPTIONS = 204004; integer SET_FONT_TEXTURE = 204005; integer SET_LINE_COLOR = 204006; integer SET_COLOR = 204007; integer RESCAN_LINKSET = 204008;



//internal API integer REGISTER_SLAVE = 205000; integer SLAVE_RECOGNIZED = 205001; integer SLAVE_DISPLAY = 205003; integer SLAVE_DISPLAY_EXTENDED = 205004; integer SLAVE_RESET = 205005;

// This is an extended character escape sequence. string ESCAPE_SEQUENCE = "\\e";

// This is used to get an index for the extended character. string EXTENDED_INDEX = "12345";

// Face numbers. integer FACE_1 = 3; integer FACE_2 = 7; integer FACE_3 = 4; integer FACE_4 = 6; integer FACE_5 = 1;

// Used to hide the text after a fade-out. key TRANSPARENT = "701917a8-d614-471f-13dd-5f4644e36e3c"; key null_key = NULL_KEY; ///////////// END CONSTANTS ////////////////

///////////// GLOBAL VARIABLES /////////////// // This is the key of the font we are displaying. //key gFontTexture = "b2e7394f-5e54-aa12-6e1c-ef327b6bed9e"; // 48 pixel font key gFontTexture = "f226766c-c5ac-690e-9018-5a37367ae95a"; // 38 pixel font //key gFontTexture= "ac955f98-74bb-290f-7eb6-dca54e5e4491"; key gFontTexture= "e5efeead-c69e-eb81-e7bd-dad2bb787d2b"; // BitStream Vera Monotype // SALAHZAR

// All displayable characters. Default to ASCII order. string gCharIndex; list decode=[]; // to handle special characters from CP850 page for european countries // SALAHZAR

// This is whether or not to use the fade in/out special effect. integer gCellUseFading = FALSE; // This is how long to display the text before fading out (if using // fading special effect). // Note: < 0 means don't fade out. float gCellHoldDelay = 1.0;

integer gSlaveRegistered; list gSlaveNames;

integer BANK_STRIDE=3; //offset, length, highest_dirty list gBankingData;

/////////// END GLOBAL VARIABLES ////////////

ResetCharIndex() {

    gCharIndex  = " !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`"; 
    gCharIndex += "abcdefghijklmnopqrstuvwxyz{|}~\n\n\n\n\n";
    // special UTF-8 chars for European languages // SALAHZAR special chars according to a selection from CP850
    // these 80 chars correspond to the following chars in CP850 codepage: (some are not viewable in editor)
    // rows(11)="Çüéâäàåçêë"
    // rows(12)="èïîìÄÅÉæÆ◄"
    // rows(13)="öòûùÿÖÜ¢£¥"
    // rows(14)="₧ƒáíóúñѪº"
    // rows(15)="¿⌐¬½¼¡«»αß"
    // rows(16)="ΓπΣσµτΦΘΩδ"
    // rows(17)="∞φε∩≡±≥≤⌠⌡"
    // rows(18)="÷≈°∙·√ⁿ²€ "     
    decode= [ "%C3%87", "%C3%BC", "%C3%A9", "%C3%A2", "%C3%A4", "%C3%A0", "%C3%A5", "%C3%A7", "%C3%AA", "%C3%AB" ];
    decode+=[ "%C3%A8", "%C3%AF", "%C3%AE", "%C3%AC", "%C3%84", "%C3%85", "%C3%89", "%C3%A6", "%C3%AE", "xxxxxx" ];
    decode+=[ "%C3%B6", "%C3%B2", "%C3%BB", "%C3%B9", "%C3%BF", "%C3%96", "%C3%9C", "%C2%A2", "%C2%A3", "%C2%A5" ];
    decode+=[ "%E2%82%A7", "%C6%92", "%C3%A1", "%C3%AD", "%C3%B3", "%C3%BA", "%C3%B1", "%C3%91", "%C2%AA", "%C2%BA"];
    decode+=[ "%C2%BF", "%E2%8C%90", "%C2%AC", "%C2%BD", "%C2%BC", "%C2%A1", "%C2%AB", "%C2%BB", "%CE%B1", "%C3%9F" ];
    decode+=[ "%CE%93", "%CF%80", "%CE%A3", "%CF%83", "%C2%B5", "%CF%84", "%CE%A6", "%CE%98", "%CE%A9", "%CE%B4" ];
    decode+=[ "%E2%88%9E", "%CF%86", "%CE%B5", "%E2%88%A9", "%E2%89%A1", "%C2%B1", "%E2%89%A5", "%E2%89%A4", "%E2%8C%A0", "%E2%8C%A1" ];
    decode+=[ "%C3%B7", "%E2%89%88", "%C2%B0", "%E2%88%99", "%C2%B7", "%E2%88%9A", "%E2%81%BF", "%C2%B2", "%E2%82%AC", "" ];
    // END // SALAHZAR


}

vector GetGridOffset(integer index) {

  // Calculate the offset needed to display this character. 
  integer Row = index / 10; 
  integer Col = index % 10; 
  // Return the offset in the texture. 
  //return <-0.45 + 0.1 * Col, 0.45 - 0.1 * Row, 0.0>; 
  return <-0.45 + 0.1 * Col, 0.425 - 0.05 * Row, 0.0>; // SALAHZAR modified vertical offsets for 512x1024 textures

}

ShowChars(integer link,vector grid_offset1, vector grid_offset2, vector grid_offset3, vector grid_offset4, vector grid_offset5) {

  // Set the primitive textures directly. 
   
  // <-0.256, 0, 0> 
  // <0, 0, 0> 
  // <0.130, 0, 0> 
  // <0, 0, 0> 
  // <-0.74, 0, 0> 
   

// SALAHZAR modified .1 to .05 to handle different sized texture

  llSetLinkPrimitiveParams( link,[ 
       PRIM_TEXTURE, FACE_1, (string)gFontTexture, <0.126, 0.05, 0>, grid_offset1 + <0.037, 0, 0>, 0.0, 
       PRIM_TEXTURE, FACE_2, (string)gFontTexture, <0.05, 0.05, 0>, grid_offset2, 0.0, 
       PRIM_TEXTURE, FACE_3, (string)gFontTexture, <-0.74, 0.05, 0>, grid_offset3 - <0.244, 0, 0>, 0.0, 
       PRIM_TEXTURE, FACE_4, (string)gFontTexture, <0.05, 0.05, 0>, grid_offset4, 0.0, 
       PRIM_TEXTURE, FACE_5, (string)gFontTexture, <0.126, 0.05, 0>, grid_offset5 - <0.037, 0, 0>, 0.0 
       ]); 

}

// SALAHZAR intelligent procedure to extract UTF-8 codes and convert to index in our "cp850"-like table integer GetIndex(string char) {

   integer  ret=llSubStringIndex(gCharIndex, char);
   if(ret>=0) return ret;
   
   // special char do nice trick :)
   string escaped=llEscapeURL(char);
   integer found=llListFindList(decode, [escaped]);
   
   // Return blank if not found
   if(found<0) return 0;
   
   // return correct index
   return 100+found;
   

} // END SALAHZAR


RenderString(integer link, string str) {

  // Get the grid positions for each pair of characters. 
  vector GridOffset1 = GetGridOffset( GetIndex(llGetSubString(str, 0, 0)) ); // SALAHZAR intermediate function
  vector GridOffset2 = GetGridOffset( GetIndex(llGetSubString(str, 1, 1)) ); // SALAHZAR
  vector GridOffset3 = GetGridOffset( GetIndex(llGetSubString(str, 2, 2)) ); // SALAHZAR
  vector GridOffset4 = GetGridOffset( GetIndex(llGetSubString(str, 3, 3)) ); // SALAHZAR
  vector GridOffset5 = GetGridOffset( GetIndex(llGetSubString(str, 4, 4)) ); // SALAHZAR
  // Use these grid positions to display the correct textures/offsets. 
  ShowChars(link,GridOffset1, GridOffset2, GridOffset3, GridOffset4, GridOffset5); 

}

RenderWithEffects(integer link, string str) {

  // Get the grid positions for each pair of characters. 
  vector GridOffset1 = GetGridOffset( llSubStringIndex(gCharIndex, llGetSubString(str, 0, 0)) ); 
  vector GridOffset2 = GetGridOffset( llSubStringIndex(gCharIndex, llGetSubString(str, 1, 1)) ); 
  vector GridOffset3 = GetGridOffset( llSubStringIndex(gCharIndex, llGetSubString(str, 2, 2)) ); 
  vector GridOffset4 = GetGridOffset( llSubStringIndex(gCharIndex, llGetSubString(str, 3, 3)) ); 
  vector GridOffset5 = GetGridOffset( llSubStringIndex(gCharIndex, llGetSubString(str, 4, 4)) ); 
  // First set the alpha to the lowest possible. 
  llSetLinkAlpha(link,0.05, ALL_SIDES); 
  // Use these grid positions to display the correct textures/offsets. 
  ShowChars(link,GridOffset1, GridOffset2, GridOffset3, GridOffset4, GridOffset5);          // Now turn up the alpha until it is at full strength. 
   float Alpha = 0.10; 
   for (; Alpha <= 1.0; Alpha += 0.05) 
      llSetLinkAlpha(link,Alpha, ALL_SIDES); 
         // See if we want to fade out as well. 
  if (gCellHoldDelay < 0.0) 
      // No, bail out. (Just keep showing the string at full strength). 
      return; 
         // Hold the text for a while. 
  llSleep(gCellHoldDelay); 
     // Now fade out. 
  for (Alpha = 0.95; Alpha >= 0.05; Alpha -= 0.05) 
      llSetLinkAlpha(link,Alpha, ALL_SIDES); 
         // Make the text transparent to fully hide it. 
  llSetLinkTexture(link,TRANSPARENT, ALL_SIDES); 

}

integer RenderExtended(integer link, string str, integer render) {

  // Look for escape sequences. 
  integer length = 0;
  list Parsed       = llParseString2List(str, [], (list)ESCAPE_SEQUENCE); 
  integer ParsedLen = llGetListLength(Parsed); 
  // Create a list of index values to work with. 
  list Indices; 
  // We start with room for 5 indices. 
  integer IndicesLeft = 5; 
  string Token; 
  integer Clipped; 
  integer LastWasEscapeSequence = FALSE; 
  // Work from left to right. 
  integer i = 0;
  for (; i < ParsedLen && IndicesLeft > 0; ++i) { 
      Token = llList2String(Parsed, i); 
      // If this is an escape sequence, just set the flag and move on. 
      if (Token == ESCAPE_SEQUENCE) { 
          LastWasEscapeSequence = TRUE; 
      } 
      else { // Token != ESCAPE_SEQUENCE 
          // Otherwise this is a normal token.  Check its length. 
          Clipped = FALSE; 
          integer TokenLength = llStringLength(Token); 
          // Clip if necessary. 
          if (TokenLength > IndicesLeft) { 
              TokenLength = llStringLength(Token = llGetSubString(Token, 0, IndicesLeft - 1)); 
              IndicesLeft = 0; 
              Clipped = TRUE; 
          } 
          else 
              IndicesLeft -= TokenLength; 
          // Was the previous token an escape sequence? 
          if (LastWasEscapeSequence) { 
              // Yes, the first character is an escape character, the rest are normal. 
              length += 2 + TokenLength;
              if(render)
              {
                   // This is the extended character. 
                   Indices += (llSubStringIndex(EXTENDED_INDEX, llGetSubString(Token, 0, 0)) + 95);
                   
                   // These are the normal characters.
                   integer j = 1; 
                   for (; j < TokenLength; ++j) 
                   {
                      Indices += llSubStringIndex(gCharIndex, llGetSubString(Token, j, j)); 
                   }
               }
          } 
          else { // Normal string. 
              // Just add the characters normally. 
              length += TokenLength;
              if(render)
              {               
                  integer j = 0; 
                  for (; j < TokenLength; ++j) 
                  {                  
                      Indices += llSubStringIndex(gCharIndex, llGetSubString(Token, j, j));
                  }
               }
          } 
          // Unset this flag, since this was not an escape sequence. 
          LastWasEscapeSequence = FALSE; 
      } 
  } 
  // Use the indices to create grid positions.
 if(render)
 {   
      vector GridOffset1 = GetGridOffset( llList2Integer(Indices, 0) ); 
      vector GridOffset2 = GetGridOffset( llList2Integer(Indices, 1) ); 
      vector GridOffset3 = GetGridOffset( llList2Integer(Indices, 2) ); 
      vector GridOffset4 = GetGridOffset( llList2Integer(Indices, 3) ); 
      vector GridOffset5 = GetGridOffset( llList2Integer(Indices, 4) ); 
   
      // Use these grid positions to display the correct textures/offsets. 
      ShowChars(link,GridOffset1, GridOffset2, GridOffset3, GridOffset4, GridOffset5);
  }
  return length;

}

integer ConvertIndex(integer index) {

  // This converts from an ASCII based index to our indexing scheme. 
  if (index >= 32) // ' ' or higher 
      index -= 32; 
  else { // index < 32 
      // Quick bounds check. 
      if (index > 15) 
          index = 15; 
      index += 94; // extended characters 
  } 
  return index; 

}


PassToRender(integer render,string message, integer bank) { // float time;

   integer extendedlen = 0;
   integer link;
   integer i = 0;
   integer msgLen = llStringLength(message);
   string TextToRender;
   integer num_slaves=llGetListLength(gSlaveNames);
   string slave_name; //avoids unnecessary casts, keeping it as a string
   
   //get the bank offset and length
   integer bank_offset=llList2Integer(gBankingData, (bank * BANK_STRIDE));
   integer bank_length=llList2Integer(gBankingData, (bank * BANK_STRIDE) + 1);
   integer bank_highest_dirty=llList2Integer(gBankingData, (bank * BANK_STRIDE) + 2);
   
   integer x = 0;
   for (;x < msgLen;x = x + 5)
   {
       if (i >= bank_length)  //we don't want to run off the end of the bank
       {
           //set the dirty to max, and bail out, we're done
           gBankingData=llListReplaceList(gBankingData, (list)bank_length, (bank * BANK_STRIDE) + 2, (bank * BANK_STRIDE) + 2);
           return;
       }
       
       link = unpack(gXyTextPrims,(i + bank_offset));
       TextToRender = llGetSubString(message, x, x + 15);
       
       if(gSlaveRegistered && (link % (num_slaves + 1)))
       {
           slave_name=llList2String(gSlaveNames, (link % (num_slaves + 1)) - 1);
           if (render == 1)
              llMessageLinked(LINK_THIS, SLAVE_DISPLAY, TextToRender, (key)((string)link + "," + slave_name));
           if (render == 2)
           {
               //time = llGetAndResetTime();
               if(llSubStringIndex(TextToRender,"\e") > x)
                   extendedlen = 5;
               else
                   extendedlen = RenderExtended(link,TextToRender,0);
               if (extendedlen > 5)
               {
                   x += extendedlen - 5;
               }
              llMessageLinked(LINK_THIS, SLAVE_DISPLAY_EXTENDED, TextToRender, (key)((string)link + "," + slave_name));
             // llOwnerSay((string)llGetAndResetTime());
           }
              //sorry, no fade effect with slave
       }
       else
       {
           if (render == 1)
               RenderString(link,TextToRender);
           if (render == 2)
           {
               extendedlen = RenderExtended(link,TextToRender,1);
               if (extendedlen > 5)
               {
                   x += extendedlen - 5;
               }
               
           }
           if (render == 3)
               RenderWithEffects(link,TextToRender);
       }
       ++i;            
   }
   
   if (bank_highest_dirty==0)
       bank_highest_dirty=bank_length;
   
   integer current_highest_dirty=i;
   while (i < bank_highest_dirty)
   {
       link = unpack(gXyTextPrims,(i + bank_offset));
       
       if(gSlaveRegistered && (link % (num_slaves+1) != 0))
       {
           slave_name=llList2String(gSlaveNames, (link % (num_slaves + 1)) - 1);
           llMessageLinked(LINK_THIS, SLAVE_DISPLAY, "     ", (key)((string)link + "," + slave_name));       
           //sorry, no fade effect with slave
       }
       else
       {
           RenderString(link,"     ");
       }
       ++i;        
   }
   gBankingData=llListReplaceList(gBankingData, (list)current_highest_dirty, (bank * BANK_STRIDE) + 2, (bank * BANK_STRIDE) + 2);

}

// Bitwise Voodoo by Gigs Taggart and optimized by Strife Onizuka list gXyTextPrims;


integer get_number_of_prims() {//ignores avatars.

   integer a = llGetNumberOfPrims();
   while(llGetAgentSize(llGetLinkKey(a)))
       --a;
   return a;

}

//functions to pack 8-bit shorts into ints list pack_and_insert(list in_list, integer pos, integer value) { // //figure out the bitpack position // integer pack = pos & 3; //4 bytes per int // pos=pos >> 2; // integer shifted = value << (pack << 3); // integer old_value = llList2Integer(in_list, pos); // shifted = old_value | shifted; // in_list = llListReplaceList(in_list, (list)shifted, pos, pos); // return in_list;

   //Safe optimized version
   integer index = pos >> 2;
   return llListReplaceList(in_list, (list)(llList2Integer(in_list, index) | (value << ((pos & 3) << 3))), index, index);

}

integer unpack(list in_list, integer pos) {

   return (llList2Integer(in_list, pos >> 2) >> ((pos & 3) << 3)) & 0x000000FF;//unsigned

// return (llList2Integer(in_list, pos >> 2) << (((~pos) & 3) << 3)) >> 24;//signed }

change_color(vector color) {

   integer num_prims=llGetListLength(gXyTextPrims) << 2;
   
   integer i = 0;
   
   for (; i<=num_prims; ++i)
   {
       integer link = unpack(gXyTextPrims,i);
       if (!link)
           return;
       
       llSetLinkPrimitiveParams( link,[ 
           PRIM_COLOR, FACE_1, color, 1.0,
           PRIM_COLOR, FACE_2, color, 1.0,
           PRIM_COLOR, FACE_3, color, 1.0,
           PRIM_COLOR, FACE_4, color, 1.0,
           PRIM_COLOR, FACE_5, color, 1.0
       ]);
   }

}

change_line_color(integer bank, vector color) {

   //get the bank offset and length
   integer i = llList2Integer(gBankingData, (bank * BANK_STRIDE));
   integer bank_end = i + llList2Integer(gBankingData, (bank * BANK_STRIDE) + 1);
   for (; i < bank_end; ++i)
   {     
       integer link = unpack(gXyTextPrims,i);
       if (!link)
           return;
       
       llSetLinkPrimitiveParams( link,[ 
           PRIM_COLOR, FACE_1, color, 1.0,
           PRIM_COLOR, FACE_2, color, 1.0,
           PRIM_COLOR, FACE_3, color, 1.0,
           PRIM_COLOR, FACE_4, color, 1.0,
           PRIM_COLOR, FACE_5, color, 1.0
       ]);
   }

}


init() {

   llSay(0,"Init beginning...");
   integer num_prims=get_number_of_prims();
   string link_name;
   integer bank=0;
   integer prims_pointer=0; //"pointer" to the next entry to be used in the gXyTextPrims list.
   
   list temp_bank = [];
   integer temp_bank_stride=2;
   
   //FIXME: font texture might should be per-bank
   llMessageLinked(LINK_THIS, SET_FONT_TEXTURE, "", gFontTexture);
   
   gXyTextPrims=[];
   integer x=0;
   for (;x<64;++x)
   {
       gXyTextPrims = (gXyTextPrims = []) + gXyTextPrims + 0;  //we need to pad out the list to make it easier to add things in any order later
   }
   
   @loop;

{

       llSay(0,"Scanning bank #"+(string)bank);
   
       //loop over all prims, looking for ones in the current bank
       for(x=0;x<=num_prims;++x)
       {
           link_name=llGetLinkName(x);
           list tmp = llParseString2List(link_name, (list)"-", []);
           if(llList2String(tmp,0) == "xyzzytext")
           {
               if (llList2Integer(tmp,1) == bank)
               {
                   temp_bank += llList2Integer(tmp,2) + (list)x;
               }
           }
           
       }
       if (temp_bank != [])
       {
           //sort the current bank
           temp_bank = llListSort(temp_bank, temp_bank_stride, TRUE);
           
           integer temp_len = llGetListLength(temp_bank);
           
           //store metadata
           gBankingData += [prims_pointer, temp_len/temp_bank_stride, 0];
           
           //repack the bank into the prim list
           for (x = 0; x < temp_len; x += temp_bank_stride)
           {
               gXyTextPrims = pack_and_insert(gXyTextPrims, prims_pointer, llList2Integer(temp_bank, x + 1));
               ++prims_pointer;
           }
           ++bank;
           temp_bank=[];
           jump loop;
       }
   }
   
   llMessageLinked(LINK_THIS, SLAVE_RESET, "" , null_key);
   //llOwnerSay((string)llGetFreeMemory());
   llSay(0,"Xyzzy initialized.");

}


default {

  state_entry() { 
      // Initialize the character index. 
      ResetCharIndex();
      init();
  } 
  on_rez(integer num)
  {
     llResetScript();       
  }
  
  link_message(integer sender, integer channel, string data, key id) { 
       if (id==null_key)
           id="0";
           
       if (channel == DISPLAY_STRING) { 
           PassToRender(1,data, (integer)((string)id)); 
       } 
       else if (channel == DISPLAY_EXTENDED) { 
           PassToRender(2,data, (integer)((string)id)); 
       } 
       else if (channel == REMAP_INDICES) { 
           // Parse the message, splitting it up into index values. 
           list Parsed = llCSV2List(data); 
           integer i = 0; 
           // Go through the list and swap each pair of indices. 
           for (; i < llGetListLength(Parsed); i += 2) { 
               integer Index1 = ConvertIndex( llList2Integer(Parsed, i) ); 
               integer Index2 = ConvertIndex( llList2Integer(Parsed, i + 1) ); 
       
               // Swap these index values. 
               string Value1 = llGetSubString(gCharIndex, Index1, Index1); 
               string Value2 = llGetSubString(gCharIndex, Index2, Index2); 
       
               gCharIndex = llDeleteSubString(gCharIndex, Index1, Index1); 
               gCharIndex = llInsertString(gCharIndex, Index1, Value2);
       
               gCharIndex = llDeleteSubString(gCharIndex, Index2, Index2);
               gCharIndex = llInsertString(gCharIndex, Index2, Value1);
           } 
       } 
       else if (channel == RESCAN_LINKSET)
       {
           init();
       }
       else if (channel == RESET_INDICES) { 
           // Restore the character index back to default settings. 
           ResetCharIndex(); 
       } 
       else if (channel == SET_FADE_OPTIONS) { 
           // Change the channel we listen to for cell commands, the 
           // starting character position to extract from, and 
           // special effect attributes. 
           list Parsed = llCSV2List(data); 
           gCellUseFading      = (integer) llList2String(Parsed, 0); 
           gCellHoldDelay      = (float)   llList2String(Parsed, 1);
       } 
       else if (channel == SET_FONT_TEXTURE) { 
           // Use the new texture instead of the current one. 
           gFontTexture = id; 
       } 
       else if (channel == SET_COLOR) {
           change_color((vector)data); 
       }
       else if (channel == SET_LINE_COLOR) {
           change_line_color((integer)((string)id), (vector)data); 
       } 
       else if (channel == REGISTER_SLAVE)
       {
           if(!~llListFindList(gSlaveNames, (list)data))
           {//isn't registered yet
               gSlaveNames += data;
               gSlaveRegistered=TRUE;
               //llOwnerSay((string)llGetListLength(gSlaveNames) + " Slave(s) Recognized: " + data);
           }

// else // {//it already exists // llOwnerSay((string)llGetListLength(gSlaveNames) + " Slave, Existing Slave Recognized: " + data); // }

           llMessageLinked(LINK_THIS, SLAVE_RECOGNIZED, data , null_key);
       }
   } 
   
   touch_start(integer count)
   {
       //llMessageLinked(LINK_THIS,DISPLAY_STRING,"123456789","1");
   }
  
  
   changed(integer change)
   {
       if(change&CHANGED_INVENTORY)
       {
           if(gSlaveRegistered)        
           {
               //by using negative indexes they don't need to be adjusted when an entry is deleted.
               integer x = ~llGetListLength(gSlaveNames);
               while(++x)
               {
                   if (!~llGetInventoryType(llList2String(gSlaveNames, x)))
                   {
                       //llOwnerSay("Slave Removed: " + llList2String(gSlaveNames, x));
                       gSlaveNames = llDeleteSubList(gSlaveNames, x, x);
                   }
               }
               gSlaveRegistered = !(gSlaveNames == []);
           }
       }
   }

}


</lsl>

Slave Script

<lsl> //////////////////////////////////////////// // XyzzyText v2.1.UTF8 Slave Script by Arnold Wilder // XyText v2.0 SLAVE Script (5 Face, Single Texture) // // Modified by Thraxis Epsilon and Gigs Taggart 5/2007 // Rewrite to allow one-script-per-object operation // // Modified by Kermitt Quirk 19/01/2006 // To add support for 5 face prim instead of 3 // // Originally Written by Xylor Baysklef // // ////////////////////////////////////////////


integer REMAP_INDICES = 204002; integer RESET_INDICES = 204003;

//internal API integer REGISTER_SLAVE = 205000; integer SLAVE_RECOGNIZED = 205001; integer SLAVE_DISPLAY = 205003; integer SET_FONT_TEXTURE = 204005;

integer SLAVE_DISPLAY_EXTENDED = 205004; integer SLAVE_RESET = 205005;


// This is an extended character escape sequence. string ESCAPE_SEQUENCE = "\\e";

// This is used to get an index for the extended character. string EXTENDED_INDEX = "12345";

// Face numbers. integer FACE_1 = 3; integer FACE_2 = 7; integer FACE_3 = 4; integer FACE_4 = 6; integer FACE_5 = 1;


///////////// GLOBAL VARIABLES /////////////// // This is the key of the font we are displaying. //key gFontTexture = "b2e7394f-5e54-aa12-6e1c-ef327b6bed9e"; // 48 pixel font key gFontTexture = "f226766c-c5ac-690e-9018-5a37367ae95a"; // 38 pixel font //key gFontTexture= "ac955f98-74bb-290f-7eb6-dca54e5e4491"; key gFontTexture= "e5efeead-c69e-eb81-e7bd-dad2bb787d2b"; // BitStream Vera Monotype // All displayable characters. Default to ASCII order. string gCharIndex; list decode=[]; // to handle special characters from CP850 page for european countries

integer gActive; //if we are recognized, this is true /////////// END GLOBAL VARIABLES ////////////

ResetCharIndex() {

  gCharIndex  = " !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`"; 
  gCharIndex += "abcdefghijklmnopqrstuvwxyz{|}~"; 
  gCharIndex += "\n\n\n\n\n"; 
    // special UTF-8 chars for European languages // SALAHZAR special chars according to a selection from CP850
    // these 80 chars correspond to the following chars in CP850 codepage: (some are not viewable in editor)
    // rows(11)="Çüéâäàåçêë"
    // rows(12)="èïîìÄÅÉæÆ◄"
    // rows(13)="öòûùÿÖÜ¢£¥"
    // rows(14)="₧ƒáíóúñѪº"
    // rows(15)="¿⌐¬½¼¡«»αß"
    // rows(16)="ΓπΣσµτΦΘΩδ"
    // rows(17)="∞φε∩≡±≥≤⌠⌡"
    // rows(18)="÷≈°∙·√ⁿ²€ "     
    decode= [ "%C3%87", "%C3%BC", "%C3%A9", "%C3%A2", "%C3%A4", "%C3%A0", "%C3%A5", "%C3%A7", "%C3%AA", "%C3%AB" ];
    decode+=[ "%C3%A8", "%C3%AF", "%C3%AE", "%C3%AC", "%C3%84", "%C3%85", "%C3%89", "%C3%A6", "%C3%AE", "xxxxxx" ];
    decode+=[ "%C3%B6", "%C3%B2", "%C3%BB", "%C3%B9", "%C3%BF", "%C3%96", "%C3%9C", "%C2%A2", "%C2%A3", "%C2%A5" ];
    decode+=[ "%E2%82%A7", "%C6%92", "%C3%A1", "%C3%AD", "%C3%B3", "%C3%BA", "%C3%B1", "%C3%91", "%C2%AA", "%C2%BA"];
    decode+=[ "%C2%BF", "%E2%8C%90", "%C2%AC", "%C2%BD", "%C2%BC", "%C2%A1", "%C2%AB", "%C2%BB", "%CE%B1", "%C3%9F" ];
    decode+=[ "%CE%93", "%CF%80", "%CE%A3", "%CF%83", "%C2%B5", "%CF%84", "%CE%A6", "%CE%98", "%CE%A9", "%CE%B4" ];
    decode+=[ "%E2%88%9E", "%CF%86", "%CE%B5", "%E2%88%A9", "%E2%89%A1", "%C2%B1", "%E2%89%A5", "%E2%89%A4", "%E2%8C%A0", "%E2%8C%A1" ];
    decode+=[ "%C3%B7", "%E2%89%88", "%C2%B0", "%E2%88%99", "%C2%B7", "%E2%88%9A", "%E2%81%BF", "%C2%B2", "%E2%82%AC", "" ];} 

vector GetGridOffset(integer index) {

  // Calculate the offset needed to display this character. 
  integer Row = index / 10; 
  integer Col = index % 10; 
  // Return the offset in the texture. 
  //return <-0.45 + 0.1 * Col, 0.45 - 0.1 * Row, 0.0>; //512*512 texture 
  return <-0.45 + 0.1 * Col, 0.425 - 0.05 * Row, 0.0>; //512*1024 texture

}

ShowChars(integer link,vector grid_offset1, vector grid_offset2, vector grid_offset3, vector grid_offset4, vector grid_offset5) {

  // Set the primitive textures directly. 
   
  // <-0.256, 0, 0> 
  // <0, 0, 0> 
  // <0.130, 0, 0> 
  // <0, 0, 0> 
  // <-0.74, 0, 0> 
   
  llSetLinkPrimitiveParams( link,[ 
       PRIM_TEXTURE, FACE_1, (string)gFontTexture, <0.126, 0.05, 0>, grid_offset1 + <0.037, 0, 0>, 0.0, 
       PRIM_TEXTURE, FACE_2, (string)gFontTexture, <0.05, 0.05, 0>, grid_offset2, 0.0, 
       PRIM_TEXTURE, FACE_3, (string)gFontTexture, <-0.74, 0.05, 0>, grid_offset3 - <0.244, 0, 0>, 0.0, 
       PRIM_TEXTURE, FACE_4, (string)gFontTexture, <0.05, 0.05, 0>, grid_offset4, 0.0, 
       PRIM_TEXTURE, FACE_5, (string)gFontTexture, <0.126, 0.05, 0>, grid_offset5 - <0.037, 0, 0>, 0.0 
       ]); 

}

// Extract UTF-8 codes and convert to index in our "cp850"-like table integer GetIndex(string char) {

   integer  ret=llSubStringIndex(gCharIndex, char);
   if(ret>=0) return ret;
   
   // special char do nice trick :)
   string escaped=llEscapeURL(char);
   integer found=llListFindList(decode, [escaped]);
   
   // Return blank if not found
   if(found<0) return 0;
   
   // return correct index
   return 100+found;

}

RenderString(integer link, string str) {

  // Get the grid positions for each pair of characters. 
  vector GridOffset1 = GetGridOffset( GetIndex(llGetSubString(str, 0, 0)) );
  vector GridOffset2 = GetGridOffset( GetIndex(llGetSubString(str, 1, 1)) );
  vector GridOffset3 = GetGridOffset( GetIndex(llGetSubString(str, 2, 2)) );
  vector GridOffset4 = GetGridOffset( GetIndex(llGetSubString(str, 3, 3)) );
  vector GridOffset5 = GetGridOffset( GetIndex(llGetSubString(str, 4, 4)) );


  // Use these grid positions to display the correct textures/offsets. 
  ShowChars(link,GridOffset1, GridOffset2, GridOffset3, GridOffset4, GridOffset5); 

}

RenderExtended(integer link, string str) {

  // Look for escape sequences. 
  list Parsed       = llParseString2List(str, [], [ESCAPE_SEQUENCE]); 
  integer ParsedLen = llGetListLength(Parsed); 
  // Create a list of index values to work with. 
  list Indices; 
  // We start with room for 5 indices. 
  integer IndicesLeft = 5; 
  integer i; 
  string Token; 
  integer Clipped; 
  integer LastWasEscapeSequence = FALSE; 
  // Work from left to right. 
  for (i = 0; i < ParsedLen && IndicesLeft > 0; i++) { 
      Token = llList2String(Parsed, i); 
      // If this is an escape sequence, just set the flag and move on. 
      if (Token == ESCAPE_SEQUENCE) { 
          LastWasEscapeSequence = TRUE; 
      } 
      else { // Token != ESCAPE_SEQUENCE 
          // Otherwise this is a normal token.  Check its length. 
          Clipped = FALSE; 
          integer TokenLength = llStringLength(Token); 
          // Clip if necessary. 
          if (TokenLength > IndicesLeft) { 
              Token = llGetSubString(Token, 0, IndicesLeft - 1); 
              TokenLength = llStringLength(Token); 
              IndicesLeft = 0; 
              Clipped = TRUE; 
          } 
          else 
              IndicesLeft -= TokenLength; 
          // Was the previous token an escape sequence? 
          if (LastWasEscapeSequence) { 
              // Yes, the first character is an escape character, the rest are normal. 
              // This is the extended character. 
              Indices += [llSubStringIndex(EXTENDED_INDEX, llGetSubString(Token, 0, 0)) + 95]; 
              // These are the normal characters. 
              integer j; 
              for (j = 1; j < TokenLength; j++) 
                  Indices += [llSubStringIndex(gCharIndex, llGetSubString(Token, j, j))]; 
          } 
          else { // Normal string. 
              // Just add the characters normally. 
              integer j; 
              for (j = 0; j < TokenLength; j++) 
                  Indices += [llSubStringIndex(gCharIndex, llGetSubString(Token, j, j))]; 
          } 
          // Unset this flag, since this was not an escape sequence. 
          LastWasEscapeSequence = FALSE; 
      } 
  } 
  // Use the indices to create grid positions. 
  vector GridOffset1 = GetGridOffset( llList2Integer(Indices, 0) ); 
  vector GridOffset2 = GetGridOffset( llList2Integer(Indices, 1) ); 
  vector GridOffset3 = GetGridOffset( llList2Integer(Indices, 2) ); 
  vector GridOffset4 = GetGridOffset( llList2Integer(Indices, 3) ); 
  vector GridOffset5 = GetGridOffset( llList2Integer(Indices, 4) ); 
  // Use these grid positions to display the correct textures/offsets. 
  ShowChars(link,GridOffset1, GridOffset2, GridOffset3, GridOffset4, GridOffset5); 

}

integer ConvertIndex(integer index) {

  // This converts from an ASCII based index to our indexing scheme. 
  if (index >= 32) // ' ' or higher 
      index -= 32; 
  else { // index < 32 
      // Quick bounds check. 
      if (index > 15) 
          index = 15; 
      index += 94; // extended characters 
  } 
  return index; 

}


default {

   state_entry() 
   { 
       // Initialize the character index. 
       ResetCharIndex();
       llMessageLinked(LINK_THIS, REGISTER_SLAVE, llGetScriptName() , NULL_KEY);  
   } 
   
   on_rez(integer num)
   {
       llResetScript();       
   }
   
   link_message(integer sender, integer channel, string data, key id) 
   { 
   
       if (channel == SLAVE_RECOGNIZED)
       {
           if (data == llGetScriptName())
           {
               gActive=TRUE;
           }
           return;
       }
   
       if (channel == SLAVE_DISPLAY) 
       { 
           if (!gActive)  
               return;
               
           list params=llCSV2List((string)id);
           if (llList2String(params, 1) != llGetScriptName())
               return;
           
           
           RenderString(llList2Integer(params, 0),data);
           return; 
       } 
      
      if (channel == SLAVE_DISPLAY_EXTENDED) 
      {
           if (!gActive)  
               return;
               
           list params=llCSV2List((string)id);
           if (llList2String(params, 1) != llGetScriptName())
               return;
               
           RenderExtended(llList2Integer(params, 0),data);
      } 
      
       if (channel == SET_FONT_TEXTURE) 
       { 
          gFontTexture = id; 
          return; 
       } 
      
       if (channel == REMAP_INDICES) { 
          // Parse the message, splitting it up into index values. 
          list Parsed = llCSV2List(data); 
          integer i; 
          // Go through the list and swap each pair of indices. 
          for (i = 0; i < llGetListLength(Parsed); i += 2) { 
              integer Index1 = ConvertIndex( llList2Integer(Parsed, i) ); 
              integer Index2 = ConvertIndex( llList2Integer(Parsed, i + 1) ); 
       
              // Swap these index values. 
              string Value1 = llGetSubString(gCharIndex, Index1, Index1); 
              string Value2 = llGetSubString(gCharIndex, Index2, Index2); 
       
              gCharIndex = llDeleteSubString(gCharIndex, Index1, Index1); 
              gCharIndex = llInsertString(gCharIndex, Index1, Value2); 
       
              gCharIndex = llDeleteSubString(gCharIndex, Index2, Index2); 
              gCharIndex = llInsertString(gCharIndex, Index2, Value1); 
          } 
          return; 
       } 
       if (channel == RESET_INDICES) { 
          // Restore the character index back to default settings. 
          ResetCharIndex(); 
          return; 
       } 


       if (channel == SLAVE_RESET)
       {
           ResetCharIndex();
           gActive=FALSE;
           llMessageLinked(LINK_THIS, REGISTER_SLAVE, llGetScriptName() , NULL_KEY);
       }
   
   } 
   
  

} </lsl>