User:Xen Lisle/Texture Slide

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< User:Xen Lisle
Revision as of 04:46, 5 July 2013 by Kireji Haiku (talk | contribs) (added a few line-breaks to Xenny's script for better readability of page on narrower screens (i.e. mobile))
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Texture Slide

General information:

This is a proof of concept to show how to slide a texture across a prim face with mouse movement.

The script will display a grid texture of 25 squares. Clicking on a grid square will return that squares value.
Clicking and holding while moving the mouse, the texture will slide in the direction of the mouse movement.

Script

<lsl> // Touch and drag a texture across a prim face // Useful for interfaces and such // Example script gives you 25 buttons to click on // By Xen Lisle // Free to use

// prim face you want the script to work on integer gFace = 0;

// the UV repeats of the texture. values smaller than one will show only part of the texture vector UV_TEXTURE_REPEATS = <1.0, 1.0, 0.0>;

// your menu texture string MENU_TEXTURE = "69737f61-1fdd-6033-7ea3-a52e61a40137";

// strided list to define button labels and values // - vector one is top left button corner // - vector two is bottom right button corner // - next two elements hold data for the buttons // elements in this example: LABEL, DATA // assigning a label helps to filter different button actions // not very helpful in our example but included anyway list BUTTONS_STRIDED_LIST = [

   <0.0, 1.0, 0.0>,    <0.2, 0.8, 0.0>,    "Button",   "A-0",
   <0.2, 1.0, 0.0>,    <0.4, 0.8, 0.0>,    "Button",   "A-1",
   <0.4, 1.0, 0.0>,    <0.6, 0.8, 0.0>,    "Button",   "A-2",
   <0.6, 1.0, 0.0>,    <0.8, 0.8, 0.0>,    "Button",   "A-3",
   <0.8, 1.0, 0.0>,    <1.0, 0.8, 0.0>,    "Button",   "A-4",
   <0.0, 0.8, 0.0>,    <0.2, 0.6, 0.0>,    "Button",   "B-0",
   <0.2, 0.8, 0.0>,    <0.4, 0.6, 0.0>,    "Button",   "B-1",
   <0.4, 0.8, 0.0>,    <0.6, 0.6, 0.0>,    "Button",   "B-2",
   <0.6, 0.8, 0.0>,    <0.8, 0.6, 0.0>,    "Button",   "B-3",
   <0.8, 0.8, 0.0>,    <1.0, 0.6, 0.0>,    "Button",   "B-4",
   <0.0, 0.6, 0.0>,    <0.2, 0.4, 0.0>,    "Button",   "C-0",
   <0.2, 0.6, 0.0>,    <0.4, 0.4, 0.0>,    "Button",   "C-1",
   <0.4, 0.6, 0.0>,    <0.6, 0.4, 0.0>,    "Button",   "C-2",
   <0.6, 0.6, 0.0>,    <0.8, 0.4, 0.0>,    "Button",   "C-3",
   <0.8, 0.6, 0.0>,    <1.0, 0.4, 0.0>,    "Button",   "C-4",
   <0.0, 0.4, 0.0>,    <0.2, 0.2, 0.0>,    "Button",   "D-0",
   <0.2, 0.4, 0.0>,    <0.4, 0.2, 0.0>,    "Button",   "D-1",
   <0.4, 0.4, 0.0>,    <0.6, 0.2, 0.0>,    "Button",   "D-2",
   <0.6, 0.4, 0.0>,    <0.8, 0.2, 0.0>,    "Button",   "D-3",
   <0.8, 0.4, 0.0>,    <1.0, 0.2, 0.0>,    "Button",   "D-4",
   <0.0, 0.2, 0.0>,    <0.2, 0.0, 0.0>,    "Button",   "E-0",
   <0.2, 0.2, 0.0>,    <0.4, 0.0, 0.0>,    "Button",   "E-1",
   <0.4, 0.2, 0.0>,    <0.6, 0.0, 0.0>,    "Button",   "E-2",
   <0.6, 0.2, 0.0>,    <0.8, 0.0, 0.0>,    "Button",   "E-3",
   <0.8, 0.2, 0.0>,    <1.0, 0.0, 0.0>,    "Button",   "E-4"];

vector gStartST; vector gEndST; vector gOffsetUV;

list FindUV(vector v, list lst) {

   vector cordA;
   vector cordB;
   integer lines = llGetListLength(lst) / 4;
   //  roll values between 0 and 1
   v -= <llFloor(v.x), llFloor(v.y), 0.0>;
   integer i;
   for (i = 0; i < lines; i++)
   {
       cordA = llList2Vector(lst,i * 4);
       cordB = llList2Vector(lst, i * 4 + 1);
       if (v.x > cordA.x && v.x < cordB.x &&
           v.y < cordA.y && v.y > cordB.y)
       {
           return llList2List(lst, i*4 + 2, i*4 + 3);
       }
   }
   return [];

}

default {

   state_entry()
   {
       if (MENU_TEXTURE == "")
       {
           MENU_TEXTURE = "69737f61-1fdd-6033-7ea3-a52e61a40137";
       }
       llSetLinkPrimitiveParamsFast(0, [
           PRIM_TEXTURE, gFace, MENU_TEXTURE, UV_TEXTURE_REPEATS, ZERO_VECTOR, 0.0]);
   }
   touch_start(integer num_detected)
   {
       integer face = llDetectedTouchFace(0);
       if (face == gFace)
       {
           gOffsetUV = llGetTextureOffset(gFace);
           gStartST = llDetectedTouchST(0);
           //  scale the touch vector to match our texture scale
           gStartST = <gStartST.x*UV_TEXTURE_REPEATS.x, gStartST.y*UV_TEXTURE_REPEATS.y, 0.0>;
       }
   }
   touch(integer num_detected)
   {
       integer face = llDetectedTouchFace(0);
       if (face == gFace)
       {
           gEndST = llDetectedTouchST(0);
           //  scale the touch vector to match our texture scale
           gEndST = <gEndST.x*UV_TEXTURE_REPEATS.x, gEndST.y*UV_TEXTURE_REPEATS.y, 0.0>;
           if (llVecDist(gStartST,gEndST) > 0.0)
           {
                vector newUV = gOffsetUV + (gStartST - gEndST);
                //  roll values between 0 and 1
                newUV -= <llFloor(newUV.x), llFloor(newUV.y), 0.0>;
               //  apply new texture offset
                llSetLinkPrimitiveParamsFast(0, [
                   PRIM_TEXTURE, gFace, MENU_TEXTURE, UV_TEXTURE_REPEATS, newUV, 0.0]);
           }
       }
   }
   touch_end(integer num_detected)
   {
       integer face = llDetectedTouchFace(0);
       if (face == gFace)
       {
           if (llVecDist(gStartST, gEndST) > 0.0)
           {
               //  compare mouse movement to see if texture was moved. maybe useful to do something here
           }
           else//  did not slide the texture. was a button press
           {
               list list_data = FindUV(llDetectedTouchUV(0), BUTTONS_STRIDED_LIST);
               //This next line is where we compare button labels
               if (llList2String(list_data, 0) == "Button")
               {
                   llSay(PUBLIC_CHANNEL, llList2String(list_data, 1));
               }
           }
       }
   }

} </lsl>