XyText 1.5
Revision as of 20:51, 20 July 2007 by Strife Onizuka (talk | contribs)
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This is a variation of XyText allowing up to 10 characters on a prim. All scripts are included.
XyText Setup
The prim size script
//////////////////////////////////////////// // XyText v1.0.3 Prim Setup Script (5 Face, Multi Texture) // // Rewritten by Tdub Dowler // //////////////////////////////////////////// string FACE_TEXTURE = "09b04244-9569-d21f-6de0-4bbcf5552222"; string TRANSPARENT = "701917a8-d614-471f-13dd-5f4644e36e3c"; default { state_entry() { llSetPrimitiveParams([ PRIM_TYPE, PRIM_TYPE_PRISM, PRIM_HOLE_SQUARE, <0.199, 0.8, 0.0>, 0.30, ZERO_VECTOR, <1.0, 1.0, 0.0>, ZERO_VECTOR, // display a default face texture PRIM_TEXTURE, 1, FACE_TEXTURE, <2.48, 1.0, 0.0>, <-0.740013, 0.0, 0.0>, 0.0, PRIM_TEXTURE, 6, FACE_TEXTURE, <1.0, 1.0, 0.0>, <0.0, 0.0, 0.0>, 0.0, PRIM_TEXTURE, 4, FACE_TEXTURE, <-14.75, 1.0, 0.0>, <0.130009, 0.0, 0.0>, 0.0, PRIM_TEXTURE, 7, FACE_TEXTURE, <1.0, 1.0, 0.0>, <0.0, 0.0, 0.0>, 0.0, PRIM_TEXTURE, 3, FACE_TEXTURE, <2.48, 1.0, 0.0>, <-0.255989, 0.0, 0.0>, 0.0, // show transparent textures for the other sides PRIM_TEXTURE, 0, TRANSPARENT, <0.1, 0.1, 0>, ZERO_VECTOR, 0.0, PRIM_TEXTURE, 2, TRANSPARENT, <0.1, 0.1, 0>, ZERO_VECTOR, 0.0, PRIM_TEXTURE, 5, TRANSPARENT, <0.1, 0.1, 0>, ZERO_VECTOR, 0.0, PRIM_SIZE, <0.03, 2.89, 0.5> ]); // Remove ourselves from inventory. llRemoveInventory(llGetScriptName()); } }
XyText
The modified XyText cell script (written by Xylor Baysklef)
//////////////////////////////////////////// // XyText v1.0.3 Script (5 Face, Multi Texture) // // Written by Xylor Baysklef // // Modified by Thraxis Epsilon January 20, 2006 // Added Support for 5 Face Prim, based on modification // of XyText v1.1.1 by Kermitt Quick for Single Texture. // //////////////////////////////////////////// /////////////// CONSTANTS /////////////////// // XyText Message Map. integer DISPLAY_STRING = 204000; integer DISPLAY_EXTENDED = 204001; integer REMAP_INDICES = 204002; integer RESET_INDICES = 204003; integer SET_CELL_INFO = 204004; integer SET_THICKNESS = 204006; integer SET_COLOR = 204007; // 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 = "123456789abcdef"; // 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"; // This is a list of textures for all 2-character combinations. list CHARACTER_GRID = [ "00e9f9f7-0669-181c-c192-7f8e67678c8d", "347a5cb6-0031-7ec0-2fcf-f298eebf3c0e", "4e7e689e-37f1-9eca-8596-a958bbd23963", "19ea9c21-67ba-8f6f-99db-573b1b877eb1", "dde7b412-cda1-652f-6fc2-73f4641f96e1", "af6fa3bb-3a6c-9c4f-4bf5-d1c126c830da", "a201d3a2-364b-43b6-8686-5881c0f82a94", "b674dec8-fead-99e5-c28d-2db8e4c51540", "366e05f3-be6b-e5cf-c33b-731dff649caa", "75c4925c-0427-dc0c-c71c-e28674ff4d27", "dcbe166b-6a97-efb2-fc8e-e5bc6a8b1be6", "0dca2feb-fc66-a762-db85-89026a4ecd68", "a0fca76f-503a-946b-9336-0a918e886f7a", "67fb375d-89a1-5a4f-8c7a-0cd1c066ffc4", "300470b2-da34-5470-074c-1b8464ca050c", "d1f8e91c-ce2b-d85e-2120-930d3b630946", "2a190e44-7b29-dadb-0bff-c31adaf5a170", "75d55e71-f6f8-9835-e746-a45f189f30a1", "300fac33-2b30-3da3-26bc-e2d70428ec19", "0747c776-011a-53ce-13ee-8b5bb9e87c1e", "85a855c3-a94f-01ca-33e0-7dde92e727e2", "cbc1dab2-2d61-2986-1949-7a5235c954e1", "f7aef047-f266-9596-16df-641010edd8e1", "4c34ebf7-e5e1-2e1a-579f-e224d9d5e71b", "4a69e98c-26a5-ad05-e92e-b5b906ad9ef9", "462a9226-2a97-91ac-2d89-57ab33334b78", "20b24b3a-8c57-82ee-c6ed-555003f5dbcd", "9b481daa-9ea8-a9fa-1ee4-ab9a0d38e217", "c231dbdc-c842-15b0-7aa6-6da14745cfdc", "c97e3cbb-c9a3-45df-a0ae-955c1f4bf9cf", "f1e7d030-ff80-a242-cb69-f6951d4eae3b", "ed32d6c4-d733-c0f1-f242-6df1d222220d", "88f96a30-dccf-9b20-31ef-da0dfeb23c72", "252f2595-58b8-4bcc-6515-fa274d0cfb65", "f2838c4f-de80-cced-dff8-195dfdf36b2c", "cc2594fe-add2-a3df-cdb3-a61711badf53", "e0ce2972-da00-955c-129e-3289b3676776", "3e0d336d-321f-ddfa-5c1b-e26131766f6a", "d43b1dc4-6b51-76a7-8b90-38865b82bf06", "06d16cbb-1868-fd1d-5c93-eae42164a37d", "dd5d98cf-273e-3fd0-f030-48be58ee3a0b", "0e47c89e-de4a-6233-a2da-cb852aad1b00", "fb9c4a55-0e13-495b-25c4-f0b459dc06de", "e3ce8def-312c-735b-0e48-018b6799c883", "2f713216-4e71-d123-03ed-9c8554710c6b", "4a417d8a-1f4f-404b-9783-6672f8527911", "ca5e21ec-5b20-5909-4c31-3f90d7316b33", "06a4fcc3-e1c4-296d-8817-01f88fbd7367", "130ac084-6f3c-95de-b5b6-d25c80703474", "59d540a0-ae9d-3606-5ae0-4f2842b64cfa", "8612ae9a-f53c-5bf4-2899-8174d7abc4fd", "12467401-e979-2c49-34e0-6ac761542797", "d53c3eaa-0404-3860-0675-3e375596c3e3", "9f5b26bd-81d3-b25e-62fe-5b671d1e3e79", "f57f0b64-a050-d617-ee00-c8e9e3adc9cb", "beff166a-f5f3-f05e-e020-98f2b00e27ed", "02278a65-94ba-6d5e-0d2b-93f2e4f4bf70", "a707197d-449e-5b58-846c-0c850c61f9d6", "021d4b1a-9503-a44f-ee2b-976eb5d80e68", "0ae2ffae-7265-524d-cb76-c2b691992706", "f6e41cf2-1104-bd0b-0190-dffad1bac813", "2b4bb15e-956d-56ae-69f5-d26a20de0ce7", "f816da2c-51f1-612a-2029-a542db7db882", "345fea05-c7be-465c-409f-9dcb3bd2aa07", "b3017e02-c063-5185-acd5-1ef5f9d79b89", "4dcff365-1971-3c2b-d73c-77e1dc54242a" ]; ///////////// END CONSTANTS //////////////// ///////////// GLOBAL VARIABLES /////////////// // All displayable characters. Default to ASCII order. string gCharIndex; // This is the channel to listen on while acting // as a cell in a larger display. integer gCellChannel = -1; // This is the starting character position in the cell channel message // to render. integer gCellCharPosition = 0; // 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; /////////// END GLOBAL VARIABLES //////////// ResetCharIndex() { gCharIndex = " !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`"; // \" <-- Fixes LSL syntax highlighting bug. gCharIndex += "abcdefghijklmnopqrstuvwxyz{|}~"; gCharIndex += "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n"; } vector GetGridPos(integer index1, integer index2) { // There are two ways to use the lookup table... integer Col; integer Row; if (index1 >= index2) { // In this case, the row is the index of the first character: Row = index1; // And the col is the index of the second character (x2) Col = index2 * 2; } else { // Index1 < Index2 // In this case, the row is the index of the second character: Row = index2; // And the col is the index of the first character, x2, offset by 1. Col = index1 * 2 + 1; } return <Col, Row, 0>; } string GetGridTexture(vector grid_pos) { // Calculate the texture in the grid to use. integer GridCol = llRound(grid_pos.x) / 20; integer GridRow = llRound(grid_pos.y) / 10; // Lookup the texture. key Texture = llList2Key(CHARACTER_GRID, GridRow * (GridRow + 1) / 2 + GridCol); return Texture; } vector GetGridOffset(vector grid_pos) { // Zoom in on the texture showing our character pair. integer Col = llRound(grid_pos.x) % 20; integer Row = llRound(grid_pos.y) % 10; // Return the offset in the texture. return <-0.45 + 0.05 * Col, 0.45 - 0.1 * Row, 0.0>; } ShowChars(vector grid_pos1, vector grid_pos2, vector grid_pos3, vector grid_pos4, vector grid_pos5) { // Set the primitive textures directly. llSetPrimitiveParams( [ PRIM_TEXTURE, FACE_1, GetGridTexture(grid_pos1), <0.25, 0.1, 0>, GetGridOffset(grid_pos1) + <0.075, 0, 0>, 0.0, PRIM_TEXTURE, FACE_2, GetGridTexture(grid_pos2), <0.1, 0.1, 0>, GetGridOffset(grid_pos2), 0.0, PRIM_TEXTURE, FACE_3, GetGridTexture(grid_pos3), <-1.48, 0.1, 0>, GetGridOffset(grid_pos3)+ <0.37, 0, 0>, 0.0, PRIM_TEXTURE, FACE_4, GetGridTexture(grid_pos4), <0.1, 0.1, 0>, GetGridOffset(grid_pos4), 0.0, PRIM_TEXTURE, FACE_5, GetGridTexture(grid_pos5), <0.25, 0.1, 0>, GetGridOffset(grid_pos5) - <0.075, 0, 0>, 0.0 ]); } RenderString(string str) { // Get the grid positions for each pair of characters. vector GridPos1 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 0, 0)), llSubStringIndex(gCharIndex, llGetSubString(str, 1, 1)) ); vector GridPos2 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 2, 2)), llSubStringIndex(gCharIndex, llGetSubString(str, 3, 3)) ); vector GridPos3 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 4, 4)), llSubStringIndex(gCharIndex, llGetSubString(str, 5, 5)) ); vector GridPos4 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 6, 6)), llSubStringIndex(gCharIndex, llGetSubString(str, 7, 7)) ); vector GridPos5 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 8, 8)), llSubStringIndex(gCharIndex, llGetSubString(str, 9, 9)) ); // Use these grid positions to display the correct textures/offsets. ShowChars(GridPos1, GridPos2, GridPos3, GridPos4, GridPos5); } RenderWithEffects(string str) { // Get the grid positions for each pair of characters. vector GridPos1 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 0, 0)), llSubStringIndex(gCharIndex, llGetSubString(str, 1, 1)) ); vector GridPos2 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 2, 2)), llSubStringIndex(gCharIndex, llGetSubString(str, 3, 3)) ); vector GridPos3 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 4, 4)), llSubStringIndex(gCharIndex, llGetSubString(str, 5, 5)) ); vector GridPos4 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 6, 6)), llSubStringIndex(gCharIndex, llGetSubString(str, 7, 7)) ); vector GridPos5 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 8, 8)), llSubStringIndex(gCharIndex, llGetSubString(str, 9, 9)) ); // First set the alpha to the lowest possible. llSetAlpha(0.05, ALL_SIDES); // Use these grid positions to display the correct textures/offsets. ShowChars(GridPos1, GridPos2, GridPos3, GridPos4, GridPos5); float Alpha; for (Alpha = 0.10; Alpha <= 1.0; Alpha += 0.05) llSetAlpha(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) llSetAlpha(Alpha, ALL_SIDES); // Make the text transparent to fully hide it. llSetTexture(TRANSPARENT, ALL_SIDES); } RenderExtended(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 6 indices. integer IndicesLeft = 10; 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 GridPos1 = GetGridPos( llList2Integer(Indices, 0), llList2Integer(Indices, 1) ); vector GridPos2 = GetGridPos( llList2Integer(Indices, 2), llList2Integer(Indices, 3) ); vector GridPos3 = GetGridPos( llList2Integer(Indices, 4), llList2Integer(Indices, 5) ); vector GridPos4 = GetGridPos( llList2Integer(Indices, 6), llList2Integer(Indices, 7) ); vector GridPos5 = GetGridPos( llList2Integer(Indices, 8), llList2Integer(Indices, 9) ); // Use these grid positions to display the correct textures/offsets. ShowChars(GridPos1, GridPos2, GridPos3, GridPos4, GridPos5); } 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(); //llSay(0, "Free Memory: " + (string) llGetFreeMemory()); } link_message(integer sender, integer channel, string data, key id) { if (channel == DISPLAY_STRING) { RenderString(data); return; } if (channel == DISPLAY_EXTENDED) { RenderExtended(data); return; } if (channel == gCellChannel) { // Extract the characters we are interested in, and use those to render. string TextToRender = llGetSubString(data, gCellCharPosition, gCellCharPosition + 9); if (gCellUseFading) RenderWithEffects( TextToRender ); else // !gCellUseFading RenderString( TextToRender ); 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 == SET_CELL_INFO) { // Change the channel we listen to for cell commands, and the // starting character position to extract from. list Parsed = llCSV2List(data); gCellChannel = (integer) llList2String(Parsed, 0); gCellCharPosition = (integer) llList2String(Parsed, 1); gCellUseFading = (integer) llList2String(Parsed, 2); gCellHoldDelay = (float) llList2String(Parsed, 3); return; } if (channel == SET_THICKNESS) { // Set our z scale to thickness, while staying fixed // in position relative the prim below us. vector Scale = llGetScale(); float Thickness = (float) data; // Reposition only if this isn't the root prim. integer ThisLink = llGetLinkNumber(); if (ThisLink != 0 || ThisLink != 1) { // This is not the root prim. vector Up = llRot2Up(llGetLocalRot()); float DistanceToMove = Thickness / 2.0 - Scale.z / 2.0; vector Pos = llGetLocalPos(); llSetPos(Pos + DistanceToMove * Up); } // Apply the new thickness. Scale.z = Thickness; llSetScale(Scale); return; } if (channel == SET_COLOR) { vector newColor = (vector)data; llSetColor(newColor, ALL_SIDES); } } }
XyText Board Control
This last script is a script that allows an unlimited number of cells to be used together. The script:
//////////////////////////////////////////// // XyText Board Control // // Written by Tdub Dowler // Modified by Awsoonn Rawley // Refactored by Strife Onizuka //////////////////////////////////////////// /////////////// CONSTANTS ///////////////// // XyText Message Map. integer SET_LINE_CHANNEL = 100100; integer DISPLAY_STRING = 204000; integer DISPLAY_EXTENDED = 204001; integer REMAP_INDICES = 204002; integer RESET_INDICES = 204003; integer SET_CELL_INFO = 204004; string LOAD_MSG = "Loading..."; ///////////// END CONSTANTS //////////////// integer prims; SetText(string msg) { llMessageLinked(LINK_SET, SET_LINE_CHANNEL, msg, ""); } XytstOrder() { // Fills each cell of the board with it's number. string str = ""; integer i = 0; do { str += llGetSubString(" " + (string)i,-10,-1); llSetText("Generating Pattern: " + (string)i, <0,1,0>, 1.0); }while(++i < prims); llSetText("Displaying Order Test...", <0,1,0>, 1.0); // Send the message llMessageLinked(LINK_SET, SET_LINE_CHANNEL, msg, ""); llSetText("", <0,1,0>, 0); } default { on_rez(integer start) { llResetScript(); } state_entry() { // Determin the number of prims. prims = llGetNumberOfPrims(); // Clear the screen. llMessageLinked(LINK_SET, DISPLAY_STRING, LOAD_MSG, ""); integer StartLink = llGetLinkNumber() + 1; // Configure the board. integer i = 0; do llMessageLinked(StartLink + i, SET_CELL_INFO, llList2CSV([SET_LINE_CHANNEL, i * 10]), ""); while( ++i < prims ) // Build this script in world to reveal the secret message! SetText( llBase64ToString("SXMgdGhhdCBub3QgY29vbCBvciB3aGF0PyA6KQ==") ); } touch_end(integer num) { // This can be used to help find mislinked prims. Its not required at all. XytstOrder(); } }
Note: For new scripters/builders: Text for this script is displayed in the reverse order by which objects were linked. Breaks in the lines for multiline scripts are possible using the '\n' for newline, but a multiline linked object does not detect this. Theoretically, adding a message which communicates relative axis information (traditionally, z axis) could be used to allow for line breaks.
Example Use
// XyText Message Map. integer DISPLAY_STRING = 204000; integer DISPLAY_EXTENDED = 204001; integer REMAP_INDICES = 204002; integer RESET_INDICES = 204003; integer SET_CELL_INFO = 204004; llMessageLinked(LINK_SET, DISPLAY_STRING, "text to display", "");
Many thanks to Xylor Baysklef and Kermitt Quick.