XyzzyText
Revision as of 20:37, 27 August 2007 by Huney Jewell (talk | contribs)
XyzzyText is a new version of Xytext with some advanced features:
- Efficiency! You can now control an entire linkset with just one script.
- Flexible Speed vs Lag. Just drop in plug-and-play slave scripts to increase rendering speed. (More than 4-5 slaves not recommended, there is diminishing returns)
- Ease of use. There is no need to know link numbers. Simply name the child prims xyzzytext-banknumber-cellnumber.
- To use, pass the bank number to use in the "key" field of the link message of DISPLAY_STRING/EXTENDED.
- Gigs Taggart hereby releases his contributions to this under the MIT license.
Example:
Display Prims named: xyzzytext-0-0 xyzzytext-0-1 xyzzytext-1-0 xyzzytext-1-1
Quickstart:
* Store all scripts in your inventory * Rez a box * Drop the prim setup script in it (You now have one unit, name it xyzzytext-0-0) * Make a row of four of these prims (xyzzytext-0-0 xyzzytext-0-1,xyzzytext-0-2,xyzzytext-0-3) * Move a copy of this row a little down, and rename the new row(xyzzytext-1-0 xyzzytext-1-1,xyzzytext-1-2,xyzzytext-1-3) * Do this for every row you make * Create a big box that serves as the board-background(mainprim) * Link all prims with the mainprim(selected last), so the mainprim keeps yellow after linking(root-prim) * Copy the main script and usage script into the root prim * Type something, and check if it all works * Flatten the prims, so the text looks straight * Consider adding slave scripts to the root prim if you have a lot of rows
Usage:
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; integer gToggle; default { state_entry() { llListen(0,"",NULL_KEY,""); } listen(integer channel,string name, key id, string message) { if (gToggle) llMessageLinked(LINK_THIS,DISPLAY_STRING,name + ":"+ message,"0"); else llMessageLinked(LINK_THIS,DISPLAY_STRING,name + ":"+ message,"1"); gToggle=!gToggle; } }
Main Script:
//////////////////////////////////////////// // XyzzyText v2.1 Script (Set Line Color) by Huney Jewell // XyzzyText v2.0 Script (5 Face, Single Texture) // // Heavily Modified by Thraxis Epsilon and Gigs Taggart 5/2007 // 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"; ///////////// END CONSTANTS //////////////// ///////////// GLOBAL VARIABLES /////////////// // This is the key of the font we are displaying. key gFontTexture = "b2e7394f-5e54-aa12-6e1c-ef327b6bed9e"; // All displayable characters. Default to ASCII order. string gCharIndex; // 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{|}~"; gCharIndex += "\n\n\n\n\n"; } 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>; } 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, 0.1, 0>, grid_offset1 + <0.037, 0, 0>, 0.0, PRIM_TEXTURE, FACE_2, (string)gFontTexture, <0.05, 0.1, 0>, grid_offset2, 0.0, PRIM_TEXTURE, FACE_3, (string)gFontTexture, <-0.74, 0.1, 0>, grid_offset3 - <0.244, 0, 0>, 0.0, PRIM_TEXTURE, FACE_4, (string)gFontTexture, <0.05, 0.1, 0>, grid_offset4, 0.0, PRIM_TEXTURE, FACE_5, (string)gFontTexture, <0.126, 0.1, 0>, grid_offset5 - <0.037, 0, 0>, 0.0 ]); } RenderString(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)) ); // 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; for (Alpha = 0.10; 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, [], [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. length += 3; // This is the extended character. if(render) Indices += [llSubStringIndex(EXTENDED_INDEX, llGetSubString(Token, 0, 0)) + 95]; // These are the normal characters. length+=TokenLength - 1; if(render) { integer j; for (j = 1; j < TokenLength; j++) { Indices += [llSubStringIndex(gCharIndex, llGetSubString(Token, j, j))]; } } } else { // Normal string. // Just add the characters normally. length+=TokenLength; if(render) { 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. 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 x; 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); for (x=0;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, [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) != 0)) { 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=i+1; } 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=i+1; } gBankingData=llListReplaceList(gBankingData, [current_highest_dirty], (bank * BANK_STRIDE) + 2, (bank * BANK_STRIDE) + 2); } // Bitwise Voodoo by Gigs Taggart list gXyTextPrims; integer get_number_of_prims() {//ignores avatars. integer a = llGetNumberOfPrims(); if(1 < a) 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%4; //4 bytes per int pos=pos/4; integer shifted=value << (pack * 8); integer old_value=llList2Integer(in_list, pos); shifted=old_value | shifted; in_list = llListReplaceList(in_list, [ shifted ], pos, pos); return in_list; } integer unpack(list in_list, integer pos) { integer pack=pos%4; pos=pos/4; integer value=llList2Integer(in_list, pos); return value >> (pack * 8) & 0x000000FF; } change_color(vector color) { integer num_prims=llGetListLength(gXyTextPrims); num_prims=num_prims*4; integer i; for (i=0;i<=num_prims;i++) { integer link = unpack(gXyTextPrims,i); if (link==0) 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 bank_offset=llList2Integer(gBankingData, (bank * BANK_STRIDE)); integer bank_end= bank_offset + llList2Integer(gBankingData, (bank * BANK_STRIDE) + 1); integer i; for (i=bank_offset; i < bank_end; i++) { integer link = unpack(gXyTextPrims,i); if (link==0) 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() { integer num_prims=get_number_of_prims(); integer x; string link_name; integer bank=0; integer bank_empty=FALSE; 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=[]; for (x=0;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 } while(!bank_empty) { bank_empty=TRUE; //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, ["-"], []); string xyzzytext = llList2String(tmp,0); if(xyzzytext == "xyzzytext") { integer prims_bank=llList2Integer(tmp,1); if (prims_bank==bank) { bank_empty=FALSE; integer pos=llList2Integer(tmp,2); temp_bank+=[pos]; temp_bank+=[x]; } } } if (!bank_empty) { //sort the current bank temp_bank=llListSort(temp_bank, temp_bank_stride, TRUE); integer y; integer temp_len=llGetListLength(temp_bank); //store metadata gBankingData+=[prims_pointer]; gBankingData+=[temp_len/temp_bank_stride]; gBankingData+=[0]; //repack the bank into the prim list for (y=0; y < temp_len; y+=temp_bank_stride) { gXyTextPrims = pack_and_insert(gXyTextPrims, prims_pointer, llList2Integer(temp_bank, y+1)); prims_pointer++; } } temp_bank=[]; bank++; } llMessageLinked(LINK_THIS, SLAVE_RESET, "" , NULL_KEY); //llOwnerSay((string)llGetFreeMemory()); } 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)); return; } if (channel == DISPLAY_EXTENDED) { PassToRender(2,data, (integer)((string)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 == RESCAN_LINKSET) { init(); } if (channel == RESET_INDICES) { // Restore the character index back to default settings. ResetCharIndex(); return; } 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); return; } if (channel == SET_FONT_TEXTURE) { // Use the new texture instead of the current one. gFontTexture = id; return; } if (channel == SET_COLOR) { vector newColor = (vector)data; change_color(newColor); } if (channel == SET_LINE_COLOR) { vector newColor = (vector)data; change_line_color((integer)((string)id), newColor); } if (channel == REGISTER_SLAVE) { if(~llListFindList(gSlaveNames, [data])) {//it already exists llMessageLinked(LINK_THIS, SLAVE_RECOGNIZED, data , NULL_KEY); //llOwnerSay((string)llGetListLength(gSlaveNames) + " Slave, Existing Slave Recognized: " + data); return; } gSlaveNames+=[data]; llMessageLinked(LINK_THIS, SLAVE_RECOGNIZED, data , NULL_KEY); gSlaveRegistered=TRUE; //llOwnerSay((string)llGetListLength(gSlaveNames) + " Slave(s) Recognized: " + data); } } changed(integer change) { if(change&CHANGED_INVENTORY) { if(!gSlaveRegistered) return; integer num_slaves=llGetListLength(gSlaveNames); integer x; for (x=0;x<num_slaves;x++) { if ((llGetInventoryType(llList2String(gSlaveNames, x)) == -1)&&(x<llGetListLength(gSlaveNames))) { //llOwnerSay("Slave Removed: " + llList2String(gSlaveNames, x)); gSlaveNames = llDeleteSubList(gSlaveNames, x, x); x--;//our indices shifted } } } } }
Slave Script:
//////////////////////////////////////////// // 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"; // All displayable characters. Default to ASCII order. string gCharIndex; integer gActive; //if we are recognized, this is true /////////// END GLOBAL VARIABLES //////////// ResetCharIndex() { gCharIndex = " !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`"; gCharIndex += "abcdefghijklmnopqrstuvwxyz{|}~"; gCharIndex += "\n\n\n\n\n"; } 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>; } 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, 0.1, 0>, grid_offset1 + <0.037, 0, 0>, 0.0, PRIM_TEXTURE, FACE_2, (string)gFontTexture, <0.05, 0.1, 0>, grid_offset2, 0.0, PRIM_TEXTURE, FACE_3, (string)gFontTexture, <-0.74, 0.1, 0>, grid_offset3 - <0.244, 0, 0>, 0.0, PRIM_TEXTURE, FACE_4, (string)gFontTexture, <0.05, 0.1, 0>, grid_offset4, 0.0, PRIM_TEXTURE, FACE_5, (string)gFontTexture, <0.126, 0.1, 0>, grid_offset5 - <0.037, 0, 0>, 0.0 ]); } RenderString(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)) ); // 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); } } }
Prim Setup (Caution! Not compatible with 5 face double texture Xytext):
//////////////////////////////////////////// // XyzzyText Prim Setup Script (5 Face) // // Modified by Thraxis Epsilon // //////////////////////////////////////////// default { state_entry() { llSetPrimitiveParams([ PRIM_TYPE, PRIM_TYPE_PRISM, PRIM_HOLE_DEFAULT, <0.199, 0.8, 0.0>, 0.68, <0.0, 0.0, 0.0>, <1.0, 1.0, 0.0>, <0.0, 0.0, 0.0>, PRIM_SIZE, <0.03, 2.89, 0.5>, PRIM_TEXTURE, 1, "09b04244-9569-d21f-6de0-4bbcf5552222", <0.126, 0.10, 0.0>, <-0.740013, 0.0, 0.0>, 0.0, PRIM_TEXTURE, 6, "09b04244-9569-d21f-6de0-4bbcf5552222", <0.050, 0.100, 0.00>, <0.0, 0.0, 0.0>, 0.0, PRIM_TEXTURE, 4, "09b04244-9569-d21f-6de0-4bbcf5552222", <-0.740, 0.10, 0.00>, <0.130009, 0.0, 0.0>, 0.0, PRIM_TEXTURE, 7, "09b04244-9569-d21f-6de0-4bbcf5552222", <0.050, 0.100, 0.00>, <0.0, 0.0, 0.0>, 0.0, PRIM_TEXTURE, 3, "09b04244-9569-d21f-6de0-4bbcf5552222", <0.126, 0.10, 0.0>, <-0.255989, 0.0, 0.0>, 0.0]); llRemoveInventory(llGetScriptName()); } }