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>