User:Xen Lisle/Texture Slide
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Revision as of 20:01, 24 January 2015 by Lady Sumoku (talk | contribs) (Replaced old <LSL> block with <source lang="lsl2">)
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Texture Slide
General information:
This is a proof of concept to show how to slide a texture across a prim face with mouse movement.
The script will display a grid texture of 25 squares. Clicking on a grid square will return that squares value.
Clicking and holding while moving the mouse, the texture will slide in the direction of the mouse movement.
Script
// Touch and drag a texture across a prim face
// Useful for interfaces and such
// Example script gives you 25 buttons to click on
// By Xen Lisle
// Free to use
// prim face you want the script to work on
integer gFace = 0;
// the UV repeats of the texture. values smaller than one will show only part of the texture
vector UV_TEXTURE_REPEATS = <1.0, 1.0, 0.0>;
// your menu texture
string MENU_TEXTURE = "69737f61-1fdd-6033-7ea3-a52e61a40137";
// strided list to define button labels and values
// - vector one is top left button corner
// - vector two is bottom right button corner
// - next two elements hold data for the buttons
// elements in this example: LABEL, DATA
// assigning a label helps to filter different button actions
// not very helpful in our example but included anyway
list BUTTONS_STRIDED_LIST = [
<0.0, 1.0, 0.0>, <0.2, 0.8, 0.0>, "Button", "A-0",
<0.2, 1.0, 0.0>, <0.4, 0.8, 0.0>, "Button", "A-1",
<0.4, 1.0, 0.0>, <0.6, 0.8, 0.0>, "Button", "A-2",
<0.6, 1.0, 0.0>, <0.8, 0.8, 0.0>, "Button", "A-3",
<0.8, 1.0, 0.0>, <1.0, 0.8, 0.0>, "Button", "A-4",
<0.0, 0.8, 0.0>, <0.2, 0.6, 0.0>, "Button", "B-0",
<0.2, 0.8, 0.0>, <0.4, 0.6, 0.0>, "Button", "B-1",
<0.4, 0.8, 0.0>, <0.6, 0.6, 0.0>, "Button", "B-2",
<0.6, 0.8, 0.0>, <0.8, 0.6, 0.0>, "Button", "B-3",
<0.8, 0.8, 0.0>, <1.0, 0.6, 0.0>, "Button", "B-4",
<0.0, 0.6, 0.0>, <0.2, 0.4, 0.0>, "Button", "C-0",
<0.2, 0.6, 0.0>, <0.4, 0.4, 0.0>, "Button", "C-1",
<0.4, 0.6, 0.0>, <0.6, 0.4, 0.0>, "Button", "C-2",
<0.6, 0.6, 0.0>, <0.8, 0.4, 0.0>, "Button", "C-3",
<0.8, 0.6, 0.0>, <1.0, 0.4, 0.0>, "Button", "C-4",
<0.0, 0.4, 0.0>, <0.2, 0.2, 0.0>, "Button", "D-0",
<0.2, 0.4, 0.0>, <0.4, 0.2, 0.0>, "Button", "D-1",
<0.4, 0.4, 0.0>, <0.6, 0.2, 0.0>, "Button", "D-2",
<0.6, 0.4, 0.0>, <0.8, 0.2, 0.0>, "Button", "D-3",
<0.8, 0.4, 0.0>, <1.0, 0.2, 0.0>, "Button", "D-4",
<0.0, 0.2, 0.0>, <0.2, 0.0, 0.0>, "Button", "E-0",
<0.2, 0.2, 0.0>, <0.4, 0.0, 0.0>, "Button", "E-1",
<0.4, 0.2, 0.0>, <0.6, 0.0, 0.0>, "Button", "E-2",
<0.6, 0.2, 0.0>, <0.8, 0.0, 0.0>, "Button", "E-3",
<0.8, 0.2, 0.0>, <1.0, 0.0, 0.0>, "Button", "E-4"];
vector gStartST;
vector gEndST;
vector gOffsetUV;
list FindUV(vector v, list lst)
{
vector cordA;
vector cordB;
integer lines = llGetListLength(lst) / 4;
// roll values between 0 and 1
v -= <llFloor(v.x), llFloor(v.y), 0.0>;
integer i;
for (i = 0; i < lines; i++)
{
cordA = llList2Vector(lst,i * 4);
cordB = llList2Vector(lst, i * 4 + 1);
if (v.x > cordA.x && v.x < cordB.x &&
v.y < cordA.y && v.y > cordB.y)
{
return llList2List(lst, i*4 + 2, i*4 + 3);
}
}
return [];
}
default
{
state_entry()
{
if (MENU_TEXTURE == "")
{
MENU_TEXTURE = "69737f61-1fdd-6033-7ea3-a52e61a40137";
}
llSetLinkPrimitiveParamsFast(0, [
PRIM_TEXTURE, gFace, MENU_TEXTURE, UV_TEXTURE_REPEATS, ZERO_VECTOR, 0.0]);
}
touch_start(integer num_detected)
{
integer face = llDetectedTouchFace(0);
if (face == gFace)
{
gOffsetUV = llGetTextureOffset(gFace);
gStartST = llDetectedTouchST(0);
// scale the touch vector to match our texture scale
gStartST = <gStartST.x*UV_TEXTURE_REPEATS.x, gStartST.y*UV_TEXTURE_REPEATS.y, 0.0>;
}
}
touch(integer num_detected)
{
integer face = llDetectedTouchFace(0);
if (face == gFace)
{
gEndST = llDetectedTouchST(0);
// scale the touch vector to match our texture scale
gEndST = <gEndST.x*UV_TEXTURE_REPEATS.x, gEndST.y*UV_TEXTURE_REPEATS.y, 0.0>;
if (llVecDist(gStartST,gEndST) > 0.0)
{
vector newUV = gOffsetUV + (gStartST - gEndST);
// roll values between 0 and 1
newUV -= <llFloor(newUV.x), llFloor(newUV.y), 0.0>;
// apply new texture offset
llSetLinkPrimitiveParamsFast(0, [
PRIM_TEXTURE, gFace, MENU_TEXTURE, UV_TEXTURE_REPEATS, newUV, 0.0]);
}
}
}
touch_end(integer num_detected)
{
integer face = llDetectedTouchFace(0);
if (face == gFace)
{
if (llVecDist(gStartST, gEndST) > 0.0)
{
// compare mouse movement to see if texture was moved. maybe useful to do something here
}
else// did not slide the texture. was a button press
{
list list_data = FindUV(llDetectedTouchUV(0), BUTTONS_STRIDED_LIST);
//This next line is where we compare button labels
if (llList2String(list_data, 0) == "Button")
{
llSay(PUBLIC_CHANNEL, llList2String(list_data, 1));
}
}
}
}
}