Difference between revisions of "XyzzyText-UTF8"
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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 | |||
[[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 | * 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. | ||
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>