User:Rufus Darkfold/Dialogger

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Dialogger is a HUD which uses a pool of prims to display buttons and sliders and other types of controls. This affords much greater control over the location and the appearance of these controls than llDialog, as well as providing a convenient way of setting numerical values.

To put a dialog prim on the screen, send a chat to channel 444 or a link message to 44400:

[/outchan] name,p,px[,v]

/outchan = (optional) / character followed by return chat channel number followed by space. (The [ ] are not part of the message)

name = field label or texture p = location to place control (rotation: <lowerleft.x,lowerleft.y,upperright.x,upperright.y>). 0,0 is the lower-left corner of the root prim, 1,1 is the upper right, so <0,0,1,1> would cover the whole thing if it is rectangular.

px (rotation) = bounds or control type:

<1,0,0,0> texture (texture name in newtext) Texture-button.jpg
<1,1,0,0> texture picker. Drop any full-perm texture on it to send its UUID as its value. Texture-dropbox.jpg
<2,0,0,0> on/off button green/red On-off-buttons.jpg
<2,r,g,b> (0<(r,g,b)<1) menu button in color rgb Other-button.jpg
<3,lo,0,hi> 3 vertical sliders with a range from lo to hi Xyz-slider.jpg
<3,lo,2,hi> 1 2-dimensional xy-slider and 1 vertical z slider with a range from lo to hi Xyz-slider2.jpg
otherwise <lowerlimit.x,lowerlimit.y,upperlimit.x,upperlimit.y> slider control in 1 or 2 dimensions Xy-slider.jpg
zero bounds for dimension not being used (except use 1 to force values to integers). Vslider.jpg Hslider.jpg

v = value (vector) to display (optional). Scalar values are passed as <x,0,0>

If name specifies a dialog prim that is already being displayed, that one is updated. In that case, p and px are also optional (use old values if blank or missing).

An empty message clears all dialog prims (makes them invisible)