XyzzyText-UTF8: Difference between revisions
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Handling UTF-8 CHARS |
m Corrected profanity |
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integer found=llListFindList(decode, [escaped]); | integer found=llListFindList(decode, [escaped]); | ||
// | // Return blank if not found | ||
if(found<0) return 0; | if(found<0) return 0; | ||
Revision as of 02:32, 1 November 2007
Xyzzy doesn't work with European characters.. :(
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
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
////////////////////////////////////////////
// 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 == []);
}
}
}
}