NexiiText
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Non-License
<lsl> //===================================================// // NexiiText.8 // // "14 September 2011", "23:19:00 GMT-0" // // By Nexii Malthus // // Public Domain // //===================================================// </lsl>
Intro
The idea of this text renderer is to be easy, compact, efficient and fast performing. It uses a simple design where the system is initialised txtInit(). A board selected txtSelect("My-Fav-Board") and instructions pushed through txtPush("Text on my fav board!",Colour,Font).
It gives you a ton of control in how every single character can be rendered, switching colours and texture as you go. You can always just push through a single massive string though Text("Board","Text",Colour,Font). It adapts to you.
Note on Colour
It makes more sense for a rotation type to transport colours in a compact format (rotation RGBA), rather than multiple vars (vector RGB + float Alpha).
The compact format is <Red [0,1], Green [0,1], Blue [0,1], Alpha [0,1]>
Text Prim
<lsl> default {
state_entry() { llSetPrimitiveParams([ PRIM_TYPE, PRIM_TYPE_PRISM, PRIM_HOLE_SQUARE, <0.199, 0.8, 0>, 0.306, <0, 0, 0>, <1, 1, 0>, <0, 0, 0>, PRIM_SIZE, <0.01, 0.58, 0.18>, PRIM_TEXTURE, ALL_SIDES, "180d23df-62b6-8608-0535-03413ddf3805", <1, 1, 0>, <0, 0, 0>, 0.0 ]); }
} </lsl>
Fonts
<lsl
// Fonts, 10x10 grid.
key Normal = "0967db80-5132-d6dc-f37c-4f9cc1196983";// Normal Font key Bold = "48de7a07-1641-3d26-2bca-9773a20d2adf";// Be Bold! key Lined = "35399d2f-e35f-5100-179a-f3a119b1cdf7";// URLy Underline! key Italic = "1bb8a1f9-87cb-4946-afc6-b1856bc9b752";// Iffy Italics! key Stroked = "a2d5149e-d018-3ddd-202d-3432605c8084";// Edgy Edge! key Shadowed = "347ff828-9cef-31e5-a792-1bfdd2a1cea0";// Silly Shadow!
// These are the printable characters:
string txtChars = " !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~";
// Icons // Icons are stretched two glyphs long compared to fonts // for optimal sharpness and occupy two prim faces as a result.
key Icon = "db7db103-0994-c55e-9740-6fb43e4f1dc9"; </lsl>
Colours
Here's an extra snippet for use alongside, instead of writing down the colours all the time. For quick reference and convenience. <lsl> rotation White = <.99,.99,.99, 1.0>; rotation Black = <.00,.00,.00, 1.0>; rotation Red = <.99,.00,.00, 1.0>; rotation Green = <.00,.99,.50, 1.0>; rotation Blue = <.00,.40,.90, 1.0>; rotation Orange = <.99,.50,.00, 1.0>; rotation LSL = <.00,.99,.50, 1.0>; rotation URL = <.20,.40,.70, 1.0>; </lsl>
Core
You do not to use these directly, just in the same LSL script. See Abstracts and Advanced for simplifying use of this library. <lsl>
// Global stack
list txtBoards;// Format is [str Board: "A", int Prims: 8, int txtLinks Pointer: 0]; list txtLinks;// Format is [2,3,4,5,6,7,8,9]; (All link numbers)
// Internal stack
integer txtBoard; integer txtPtr;
// Initializes Text Render system by searching all boards.
txtInit() {
integer Prim = 1; integer Prims = llGetNumberOfPrims(); for(; Prim <= Prims; ++Prim ) { string Name = llGetLinkName(Prim); if(llGetSubString(Name,0,4) == "ntxt.") { list t = llParseString2List(Name,["."],[]); string B = llList2String(t,1); integer i = llListFindList(txtBoards,[B]); if(!~i) { integer x; integer y; list z; @again; y = Linked("ntxt."+B+"."+(string)x); if(y) { z += y; x++; jump again; } txtBoards += [B,x,llGetListLength(txtLinks)]; txtLinks += z;
} } } }
// Helps return the needed prim params for a single prim face.
list txtFace( integer Face, string Char, rotation Color, key Texture, integer Index ) {
integer i = llSubStringIndex(txtChars,Char); float W = 1.0;// Glyph Width float H = 1.0;// Glyph Height float X = 0.0;// Glyph X Offset //// // Special Cases // For dual-width glyphs (Icon) if(Index == -1) X = -.05; else if(Index == 1) X = .05; // Adjust glyph sizes to taste. if(Texture == Normal ) { W = .6; H = .98; } else if(Texture == Bold) { W = .6; H = .98; } else if(Texture == Lined) { W = .6; H = .98; } else if(Texture == Italic) { W = .7; H = .98; } else if(Texture == Stroked) { W = .7; H = .98; } else if(Texture == Shadowed) { W = .6; H = .98; } else if(Texture == Icon ) { W = .475; H = .98; } if(Char == "W") W = .8; // Special Cases //// list Out; if(Face == 0) Out = [PRIM_TEXTURE, 3, Texture, <.25*W,.1*H,0>, <((-.45+.1*(i%10)) + (.0745*W)) + (X*W), .45-(.1*(i/10)), 0>, 0, PRIM_COLOR, 3, <Color.x,Color.y,Color.z>, Color.s]; else if(Face == 1) Out = [PRIM_TEXTURE, 7, Texture,<.1*W,.1*H,0>, <((-.45+.1*(i%10))) + (X*W), .45-(.1*(i/10)), 0>, .0, PRIM_COLOR, 7, <Color.x,Color.y,Color.z>, Color.s]; else if(Face == 2) { float x = ((-.45+.1*(i%10)) - (.69*W)) + (X*W); if(x < -1) x = 2 + x; Out = [PRIM_TEXTURE, 4, Texture, <-1.635*W,.1*H,0>, <x, .45-(.1*(i/10)), 0>, .0, PRIM_COLOR, 4, <Color.x,Color.y,Color.z>, Color.s]; } else if(Face == 3) Out = [PRIM_TEXTURE, 6, Texture, <.1*W,.1*H,0>, <((-.45+.1*(i%10))) + (X*W), .45-(.1*(i/10)), 0>, .0, PRIM_COLOR, 6, <Color.x,Color.y,Color.z>, Color.s]; else /*Face == 4*/ Out = [PRIM_TEXTURE, 1, Texture, <.25*W,.1*H,0>, <((-.45+.1*(i%10)) - (.0745*W)) + (X*W), .45-(.1*(i/10)), 0>, .0, PRIM_COLOR, 1, <Color.x,Color.y,Color.z>, Color.s]; return Out;
} </lsl>
Advanced
<lsl>
// Begin text rendering, we select a board first.
TextSelect(string Board) {
if(txtBoards == []) txtInit(); txtBoard = llListFindList(txtBoards,[Board]); txtPtr = 0;
}
// With board selected, we can push individual strings to be rendered with colour and texture.
TextPush(string Text, rotation Colour, key Texture) {
integer BoardsLen = llList2Integer(txtBoards,txtBoard+1)*5; integer LinksPtr = llList2Integer(txtBoards,txtBoard+2); integer x; integer y = llStringLength(Text); if(y+txtPtr > BoardsLen) y = BoardsLen-1; while(x<y) { integer Prim = txtPtr / 5; integer Link = llList2Integer(txtLinks,LinksPtr+Prim); integer Face = txtPtr % 5; list FaceParams; for(;Face<5 && x<y; ++Face, ++x, ++txtPtr) FaceParams += txtFace(Face,llGetSubString(Text,x,x),Colour,Texture,0); llSetLinkPrimitiveParamsFast(Link, FaceParams); }
}
// When finished with rendering the board, you may need to // reset other faces that weren't touched from a previous render.
TextFill() {
integer Untouched = llList2Integer(txtBoards,txtBoard+1)*5 - txtPtr; if(Untouched) { string s; while(--Untouched) s += " "; TextPush(s,<1,1,1,1>,Normal); }
} </lsl>
Abstract
<lsl>
// For ease of use, select board, input text, colour and font. Also fills the end.
Text(string Board, string Text, rotation Colour, key Texture) {
TextSelect(Board); TextPush(Text,Colour,Texture); TextFill();
}
// If you want to clear a board, such as on a reset, you can use this.
TextClear(string Board) {
TextSelect(Board); TextFill();
} </lsl>
Complete Script
<lsl> //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Lib.Linkset
// These are some helper functions for identifying linked prims by name.
// Searches for Needle(s) and returns a list of link number(s).
list LinkedList( string Needle ) {
list Needles; integer Hay = 1; integer Stacks = llGetNumberOfPrims(); for(; Hay <= Stacks; ++Hay ) if(llGetLinkName(Hay) == Needle) Needles += Hay;
return Needles; }
// Searches for single Needle prim and returns a link number.
integer Linked( string Needle ) {
integer Prims = llGetNumberOfPrims()+1; while(--Prims) if(llGetLinkName(Prims) == Needle) return Prims;
return 0; }
// Searches & Replaces Needle(s) with link numbers and returns modified list.
list ListLinked( list Needles ) {
integer Prims = llGetNumberOfPrims()+1; while(--Prims) { integer Ptr = llListFindList(Needles,[llGetLinkName(Prims)]); if(~Ptr) Needles = llListReplaceList(Needles,[Prims],Ptr,Ptr);
} return Needles; }
// Lib.Linkset //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Lib.NexiiText
// by Nexii Malthus, released into Public Domain.
// The idea of this text renderer is to be easy, compact, efficient and fast performing. // It uses a simple design where the system is initialised txtInit(). // A board selected txtSelect("My Fav Board") and instructions pushed through txtPush("My Fav board!,Colour,Font). // It gives you a ton of control in how every single character can be rendered, switching colours and texture as you go. // You can always just push through a single massive string though txt("Board","Text",Colour,Font). It adapts to you.
//// Note on Colour // It makes more sense for a rotation type to transport colours in a compact format, rather than multiple vars. // The compact format is <Red [0,1], Green [0,1], Blue [0,1], Alpha [0,1]> (w/ Range Notation)
// Fonts, 10x10 grid.
key Normal = "0967db80-5132-d6dc-f37c-4f9cc1196983";// Normal Font key Bold = "48de7a07-1641-3d26-2bca-9773a20d2adf";// Be Bold! key Lined = "35399d2f-e35f-5100-179a-f3a119b1cdf7";// URLy Underline! key Italic = "1bb8a1f9-87cb-4946-afc6-b1856bc9b752";// Iffy Italics! key Stroked = "a2d5149e-d018-3ddd-202d-3432605c8084";// Edgy Edge! key Shadowed = "347ff828-9cef-31e5-a792-1bfdd2a1cea0";// Silly Shadow!
// These are the printable characters:
string txtChars = " !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~";
// Icons // Icons are stretched two glyphs long compared to fonts // for optimal sharpness and occupy two prim faces as a result.
key Icon = "db7db103-0994-c55e-9740-6fb43e4f1dc9";
// These are the printable icons: (Ordered with character and representation)
/*/ Empty ! -> " > # Home $ (i)
% (?) & L$ ' RSS Feed ( Ext. Link ) Avatar * General + Mature , Adult - Headshot . C7 (Gun) / Forboda (Gun) 0 Explosion 1 Knife
/*/
//////////////////////////////
// Public Functions
/////////////// // Simple text rendering vv
// For ease of use, select board, input text, colour and font. Also fills the end.
Text(string Board, string Text, rotation Colour, key Texture) {
TextSelect(Board); TextPush(Text,Colour,Texture); TextFill();
}
// If you want to clear a board, such as on a reset, you can use this.
TextClear(string Board) {
TextSelect(Board); TextFill();
}
// Simple text rendering ^^ ///////////////
/////////////// // Advanced Text Rendering
// Begin text rendering, we select a board first.
TextSelect(string Board) {
if(txtBoards == []) txtInit(); txtBoard = llListFindList(txtBoards,[Board]); txtPtr = 0;
}
// With board selected, we can push individual strings to be rendered with colour and texture.
TextPush(string Text, rotation Colour, key Texture) {
integer BoardsLen = llList2Integer(txtBoards,txtBoard+1)*5; integer LinksPtr = llList2Integer(txtBoards,txtBoard+2); integer x; integer y = llStringLength(Text); if(y+txtPtr > BoardsLen) y = BoardsLen-1; while(x<y) { integer Prim = txtPtr / 5; integer Link = llList2Integer(txtLinks,LinksPtr+Prim); integer Face = txtPtr % 5; list FaceParams; for(;Face<5 && x<y; ++Face, ++x, ++txtPtr) FaceParams += txtFace(Face,llGetSubString(Text,x,x),Colour,Texture,0); llSetLinkPrimitiveParamsFast(Link, FaceParams); }
}
// With board selected, we can also draw icons.
TextIcon( string Text, rotation Colour, key Texture ) {
integer BoardsLen = llList2Integer(txtBoards,txtBoard+1)*5; integer LinksPtr = llList2Integer(txtBoards,txtBoard+2); integer x; integer y = llStringLength(Text); if((y*2)+txtPtr > BoardsLen) y = (BoardsLen-1)/2; while(x<y) { integer z; while(z<2) { integer Prim = txtPtr / 5; integer Link = llList2Integer(txtLinks,LinksPtr+Prim); integer Face = txtPtr % 5; list FaceParams; for(;Face<5 && z<2; ++Face, ++z, ++txtPtr) FaceParams += txtFace(Face,llGetSubString(Text,x,x),Colour,Texture, llList2Integer([-1,1],z)); llSetLinkPrimitiveParamsFast(Link,FaceParams); } ++x; }
}
// When finished with rendering the board, you may need to // reset other faces that weren't touched from a previous render.
TextFill() {
integer Untouched = llList2Integer(txtBoards,txtBoard+1)*5 - txtPtr; if(Untouched) { string s; while(--Untouched) s += " "; TextPush(s,<1,1,1,1>,Normal); }
}
// Advanced text rendering ^^ ///////////////
// Public Functions //////////////////////////////
////////////////////////////// // Raw Library stuff // Don't touch unless you know what your doing.
// Global stack
list txtBoards;// Format is [str Board: "A", int Prims: 8, int txtLinks Pointer: 0]; list txtLinks;// Format is [2,3,4,5,6,7,8,9]; (All link numbers)
// Internal stack
integer txtBoard; integer txtPtr;
// Initializes Text Render system by searching all boards.
txtInit() {
integer Prim = 1; integer Prims = llGetNumberOfPrims(); for(; Prim <= Prims; ++Prim ) { string Name = llGetLinkName(Prim); if(llGetSubString(Name,0,4) == "ntxt.") { list t = llParseString2List(Name,["."],[]); string B = llList2String(t,1); integer i = llListFindList(txtBoards,[B]); if(!~i) { integer x; integer y; list z; @again; y = Linked("ntxt."+B+"."+(string)x); if(y) { z += y; x++; jump again; } txtBoards += [B,x,llGetListLength(txtLinks)]; txtLinks += z;
} } } }
// Helps return the needed prim params for a single prim face.
list txtFace( integer Face, string Char, rotation Color, key Texture, integer Index ) {
integer i = llSubStringIndex(txtChars,Char); float W = 1.0;// Glyph Width float H = 1.0;// Glyph Height float X = 0.0;// Glyph X Offset //// // Special Cases // For dual-width glyphs (Icon) if(Index == -1) X = -.05; else if(Index == 1) X = .05; // Adjust glyph sizes to taste. if(Texture == Normal ) { W = .6; H = .98; } else if(Texture == Bold) { W = .6; H = .98; } else if(Texture == Lined) { W = .6; H = .98; } else if(Texture == Italic) { W = .7; H = .98; } else if(Texture == Stroked) { W = .7; H = .98; } else if(Texture == Shadowed) { W = .6; H = .98; } else if(Texture == Icon ) { W = .475; H = .98; } if(Char == "W") W = .8; // Special Cases //// list Out; if(Face == 0) Out = [PRIM_TEXTURE, 3, Texture, <.25*W,.1*H,0>, <((-.45+.1*(i%10)) + (.0745*W)) + (X*W), .45-(.1*(i/10)), 0>, 0, PRIM_COLOR, 3, <Color.x,Color.y,Color.z>, Color.s]; else if(Face == 1) Out = [PRIM_TEXTURE, 7, Texture,<.1*W,.1*H,0>, <((-.45+.1*(i%10))) + (X*W), .45-(.1*(i/10)), 0>, .0, PRIM_COLOR, 7, <Color.x,Color.y,Color.z>, Color.s]; else if(Face == 2) { float x = ((-.45+.1*(i%10)) - (.69*W)) + (X*W); if(x < -1) x = 2 + x; Out = [PRIM_TEXTURE, 4, Texture, <-1.635*W,.1*H,0>, <x, .45-(.1*(i/10)), 0>, .0, PRIM_COLOR, 4, <Color.x,Color.y,Color.z>, Color.s]; } else if(Face == 3) Out = [PRIM_TEXTURE, 6, Texture, <.1*W,.1*H,0>, <((-.45+.1*(i%10))) + (X*W), .45-(.1*(i/10)), 0>, .0, PRIM_COLOR, 6, <Color.x,Color.y,Color.z>, Color.s]; else /*Face == 4*/ Out = [PRIM_TEXTURE, 1, Texture, <.25*W,.1*H,0>, <((-.45+.1*(i%10)) - (.0745*W)) + (X*W), .45-(.1*(i/10)), 0>, .0, PRIM_COLOR, 1, <Color.x,Color.y,Color.z>, Color.s]; return Out;
} // Raw Library stuff //////////////////////////////
// Lib.NexiiText //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////// // Font Colours! // Didn't want to keep rewriting them. rotation White = <.99,.99,.99, 1.0>; rotation Black = <.00,.00,.00, 1.0>; rotation Red = <.99,.00,.00, 1.0>; rotation Green = <.00,.99,.50, 1.0>; rotation Blue = <.00,.40,.90, 1.0>; rotation Orange = <.99,.50,.00, 1.0>; rotation LSL = <.00,.99,.50, 1.0>; rotation URL = <.20,.40,.70, 1.0>; ///////////////////
///////////////////
// Example Code
default {
state_entry() { // Example 1 // The simplest way is to use the one-shot Text(..) function Text("Board 1", "NexiiText.7", LSL, Bold); //// // Example 2 // More advanced is to render string by string. Which allows rich text. // We select a board TextSelect("Board 2"); // Then push strings to render, in different colours and fonts. TextPush("OpenSource. ", Orange, Stroked); TextPush("By ", White, Normal); TextPush("Nexii", White, Italic); // If we didn't fill the end, a previous render // could have left junk text in the final visual. TextFill(); // Example 2 //// //// // Example 3 // We can also render font textures in brilliant ways, such as icons. TextSelect("Board 3"); TextPush("Nexii ",Blue,Normal); TextIcon(".",White,Icon); TextPush(" XyText",Red,Normal); TextFill(); // Example 3 //// //// // Example 4 llSetTimerEvent(.98); } timer() { string Time = llGetTimestamp(); Time = llGetSubString(Time, 11,18); TextSelect("Time"); TextPush(Time, White, Normal); TextFill(); // Example 4 //// }
}////////////////// </lsl>