XyText 1.5
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Scripting tools to allow display of text on a prim: XyText 1.5 , XyzzyText, XyyyyzText, XyzzyText-UTF8, ZZText, VariText
XyText 1.5 is a variation of XyText allowing up to 10 characters on a prim. All scripts are included.
Also see XyzzyText for a much more efficient alternative for larger displays.
Additionally refer to ZZText and XyzzyText-UTF8 for using International characters in your boards.
For a 1 texture numbers only refer to NumPad.
XyText Setup
The prim size script:
////////////////////////////////////////////
// XyText v1.0.3 Prim Setup Script (5 Face, Multi Texture)
//
// Rewritten by Tdub Dowler
//
////////////////////////////////////////////
string FACE_TEXTURE = "09b04244-9569-d21f-6de0-4bbcf5552222";
string TRANSPARENT = "701917a8-d614-471f-13dd-5f4644e36e3c";
default
{
state_entry()
{
llSetLinkPrimitiveParamsFast(LINK_THIS, [
PRIM_TYPE, PRIM_TYPE_PRISM, PRIM_HOLE_SQUARE, <0.199, 0.8, 0.0>, 0.30,
ZERO_VECTOR, <1.0, 1.0, 0.0>, ZERO_VECTOR,
// display a default face texture
PRIM_TEXTURE, 1, FACE_TEXTURE, <2.48, 1.0, 0.0>, <-0.740013, 0.0, 0.0>, 0.0,
PRIM_TEXTURE, 6, FACE_TEXTURE, <1.0, 1.0, 0.0>, <0.0, 0.0, 0.0>, 0.0,
PRIM_TEXTURE, 4, FACE_TEXTURE, <-14.75, 1.0, 0.0>, <0.130009, 0.0, 0.0>, 0.0,
PRIM_TEXTURE, 7, FACE_TEXTURE, <1.0, 1.0, 0.0>, <0.0, 0.0, 0.0>, 0.0,
PRIM_TEXTURE, 3, FACE_TEXTURE, <2.48, 1.0, 0.0>, <-0.255989, 0.0, 0.0>, 0.0,
// show transparent textures for the other sides
PRIM_TEXTURE, 0, TRANSPARENT, <0.1, 0.1, 0.0>, ZERO_VECTOR, 0.0,
PRIM_TEXTURE, 2, TRANSPARENT, <0.1, 0.1, 0.0>, ZERO_VECTOR, 0.0,
PRIM_TEXTURE, 5, TRANSPARENT, <0.1, 0.1, 0.0>, ZERO_VECTOR, 0.0,
PRIM_SIZE, <0.03, 2.89, 0.5>]);
// Remove ourselves from inventory.
llRemoveInventory(llGetScriptName());
}
}
XyText
The modified XyText cell script (written by Xylor Baysklef)
////////////////////////////////////////////
// XyText v1.0.3 Script (5 Face, Multi Texture)
//
// Written by Xylor Baysklef
//
// Modified by Thraxis Epsilon January 20, 2006
// Added Support for 5 Face Prim, based on modification
// of XyText v1.1.1 by Kermitt Quick for Single Texture.
//
////////////////////////////////////////////
/////////////// CONSTANTS ///////////////////
// XyText Message Map.
integer DISPLAY_STRING = 204000;
integer DISPLAY_EXTENDED = 204001;
integer REMAP_INDICES = 204002;
integer RESET_INDICES = 204003;
integer SET_CELL_INFO = 204004;
integer SET_THICKNESS = 204006;
integer SET_COLOR = 204007;
// 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 = "123456789abcdef";
// 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";
// This is a list of textures for all 2-character combinations.
list CHARACTER_GRID = [
"00e9f9f7-0669-181c-c192-7f8e67678c8d",
"347a5cb6-0031-7ec0-2fcf-f298eebf3c0e",
"4e7e689e-37f1-9eca-8596-a958bbd23963",
"19ea9c21-67ba-8f6f-99db-573b1b877eb1",
"dde7b412-cda1-652f-6fc2-73f4641f96e1",
"af6fa3bb-3a6c-9c4f-4bf5-d1c126c830da",
"a201d3a2-364b-43b6-8686-5881c0f82a94",
"b674dec8-fead-99e5-c28d-2db8e4c51540",
"366e05f3-be6b-e5cf-c33b-731dff649caa",
"75c4925c-0427-dc0c-c71c-e28674ff4d27",
"dcbe166b-6a97-efb2-fc8e-e5bc6a8b1be6",
"0dca2feb-fc66-a762-db85-89026a4ecd68",
"a0fca76f-503a-946b-9336-0a918e886f7a",
"67fb375d-89a1-5a4f-8c7a-0cd1c066ffc4",
"300470b2-da34-5470-074c-1b8464ca050c",
"d1f8e91c-ce2b-d85e-2120-930d3b630946",
"2a190e44-7b29-dadb-0bff-c31adaf5a170",
"75d55e71-f6f8-9835-e746-a45f189f30a1",
"300fac33-2b30-3da3-26bc-e2d70428ec19",
"0747c776-011a-53ce-13ee-8b5bb9e87c1e",
"85a855c3-a94f-01ca-33e0-7dde92e727e2",
"cbc1dab2-2d61-2986-1949-7a5235c954e1",
"f7aef047-f266-9596-16df-641010edd8e1",
"4c34ebf7-e5e1-2e1a-579f-e224d9d5e71b",
"4a69e98c-26a5-ad05-e92e-b5b906ad9ef9",
"462a9226-2a97-91ac-2d89-57ab33334b78",
"20b24b3a-8c57-82ee-c6ed-555003f5dbcd",
"9b481daa-9ea8-a9fa-1ee4-ab9a0d38e217",
"c231dbdc-c842-15b0-7aa6-6da14745cfdc",
"c97e3cbb-c9a3-45df-a0ae-955c1f4bf9cf",
"f1e7d030-ff80-a242-cb69-f6951d4eae3b",
"ed32d6c4-d733-c0f1-f242-6df1d222220d",
"88f96a30-dccf-9b20-31ef-da0dfeb23c72",
"252f2595-58b8-4bcc-6515-fa274d0cfb65",
"f2838c4f-de80-cced-dff8-195dfdf36b2c",
"cc2594fe-add2-a3df-cdb3-a61711badf53",
"e0ce2972-da00-955c-129e-3289b3676776",
"3e0d336d-321f-ddfa-5c1b-e26131766f6a",
"d43b1dc4-6b51-76a7-8b90-38865b82bf06",
"06d16cbb-1868-fd1d-5c93-eae42164a37d",
"dd5d98cf-273e-3fd0-f030-48be58ee3a0b",
"0e47c89e-de4a-6233-a2da-cb852aad1b00",
"fb9c4a55-0e13-495b-25c4-f0b459dc06de",
"e3ce8def-312c-735b-0e48-018b6799c883",
"2f713216-4e71-d123-03ed-9c8554710c6b",
"4a417d8a-1f4f-404b-9783-6672f8527911",
"ca5e21ec-5b20-5909-4c31-3f90d7316b33",
"06a4fcc3-e1c4-296d-8817-01f88fbd7367",
"130ac084-6f3c-95de-b5b6-d25c80703474",
"59d540a0-ae9d-3606-5ae0-4f2842b64cfa",
"8612ae9a-f53c-5bf4-2899-8174d7abc4fd",
"12467401-e979-2c49-34e0-6ac761542797",
"d53c3eaa-0404-3860-0675-3e375596c3e3",
"9f5b26bd-81d3-b25e-62fe-5b671d1e3e79",
"f57f0b64-a050-d617-ee00-c8e9e3adc9cb",
"beff166a-f5f3-f05e-e020-98f2b00e27ed",
"02278a65-94ba-6d5e-0d2b-93f2e4f4bf70",
"a707197d-449e-5b58-846c-0c850c61f9d6",
"021d4b1a-9503-a44f-ee2b-976eb5d80e68",
"0ae2ffae-7265-524d-cb76-c2b691992706",
"f6e41cf2-1104-bd0b-0190-dffad1bac813",
"2b4bb15e-956d-56ae-69f5-d26a20de0ce7",
"f816da2c-51f1-612a-2029-a542db7db882",
"345fea05-c7be-465c-409f-9dcb3bd2aa07",
"b3017e02-c063-5185-acd5-1ef5f9d79b89",
"4dcff365-1971-3c2b-d73c-77e1dc54242a"
];
///////////// END CONSTANTS ////////////////
///////////// GLOBAL VARIABLES ///////////////
// All displayable characters. Default to ASCII order.
string gCharIndex;
// This is the channel to listen on while acting
// as a cell in a larger display.
integer gCellChannel = -1;
// This is the starting character position in the cell channel message
// to render.
integer gCellCharPosition = 0;
// 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;
/////////// END GLOBAL VARIABLES ////////////
ResetCharIndex()
{
gCharIndex = " !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`";
// \" <-- Fixes LSL syntax highlighting bug.
gCharIndex += "abcdefghijklmnopqrstuvwxyz{|}~";
gCharIndex += "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n";
}
vector GetGridPos(integer index1, integer index2)
{
// There are two ways to use the lookup table...
integer Col;
integer Row;
if (index1 >= index2)
{
// In this case, the row is the index of the first character:
Row = index1;
// And the col is the index of the second character (x2)
Col = index2 * 2;
}
// Index1 < Index2
else
{
// In this case, the row is the index of the second character:
Row = index2;
// And the col is the index of the first character, x2, offset by 1.
Col = index1 * 2 + 1;
}
return <Col, Row, 0>;
}
string GetGridTexture(vector grid_pos)
{
// Calculate the texture in the grid to use.
integer GridCol = llRound(grid_pos.x) / 20;
integer GridRow = llRound(grid_pos.y) / 10;
// Lookup the texture.
key Texture = llList2Key(CHARACTER_GRID, GridRow * (GridRow + 1) / 2 + GridCol);
return Texture;
}
vector GetGridOffset(vector grid_pos)
{
// Zoom in on the texture showing our character pair.
integer Col = llRound(grid_pos.x) % 20;
integer Row = llRound(grid_pos.y) % 10;
// Return the offset in the texture.
return <-0.45 + 0.05 * Col, 0.45 - 0.1 * Row, 0.0>;
}
ShowChars(vector grid_pos1, vector grid_pos2, vector grid_pos3, vector grid_pos4, vector grid_pos5)
{
// Set the primitive textures directly.
llSetLinkPrimitiveParamsFast(LINK_THIS, [
PRIM_TEXTURE, FACE_1, GetGridTexture(grid_pos1), <0.25, 0.1, 0>, GetGridOffset(grid_pos1) + <0.075, 0, 0>, 0.0,
PRIM_TEXTURE, FACE_2, GetGridTexture(grid_pos2), <0.1, 0.1, 0>, GetGridOffset(grid_pos2), 0.0,
PRIM_TEXTURE, FACE_3, GetGridTexture(grid_pos3), <-1.48, 0.1, 0>, GetGridOffset(grid_pos3)+ <0.37, 0, 0>, 0.0,
PRIM_TEXTURE, FACE_4, GetGridTexture(grid_pos4), <0.1, 0.1, 0>, GetGridOffset(grid_pos4), 0.0,
PRIM_TEXTURE, FACE_5, GetGridTexture(grid_pos5), <0.25, 0.1, 0>, GetGridOffset(grid_pos5) - <0.075, 0, 0>, 0.0]);
}
RenderString(string str)
{
// Get the grid positions for each pair of characters.
vector GridPos1 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 0, 0)),
llSubStringIndex(gCharIndex, llGetSubString(str, 1, 1)) );
vector GridPos2 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 2, 2)),
llSubStringIndex(gCharIndex, llGetSubString(str, 3, 3)) );
vector GridPos3 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 4, 4)),
llSubStringIndex(gCharIndex, llGetSubString(str, 5, 5)) );
vector GridPos4 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 6, 6)),
llSubStringIndex(gCharIndex, llGetSubString(str, 7, 7)) );
vector GridPos5 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 8, 8)),
llSubStringIndex(gCharIndex, llGetSubString(str, 9, 9)) );
// Use these grid positions to display the correct textures/offsets.
ShowChars(GridPos1, GridPos2, GridPos3, GridPos4, GridPos5);
}
RenderWithEffects(string str)
{
// Get the grid positions for each pair of characters.
vector GridPos1 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 0, 0)),
llSubStringIndex(gCharIndex, llGetSubString(str, 1, 1)) );
vector GridPos2 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 2, 2)),
llSubStringIndex(gCharIndex, llGetSubString(str, 3, 3)) );
vector GridPos3 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 4, 4)),
llSubStringIndex(gCharIndex, llGetSubString(str, 5, 5)) );
vector GridPos4 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 6, 6)),
llSubStringIndex(gCharIndex, llGetSubString(str, 7, 7)) );
vector GridPos5 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 8, 8)),
llSubStringIndex(gCharIndex, llGetSubString(str, 9, 9)) );
// First set the alpha to the lowest possible.
llSetAlpha(0.05, ALL_SIDES);
// Use these grid positions to display the correct textures/offsets.
ShowChars(GridPos1, GridPos2, GridPos3, GridPos4, GridPos5);
float Alpha;
for (Alpha = 0.10; Alpha <= 1.0; Alpha += 0.05)
{
llSetAlpha(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)
{
llSetAlpha(Alpha, ALL_SIDES);
}
// Make the text transparent to fully hide it.
llSetTexture(TRANSPARENT, ALL_SIDES);
}
RenderExtended(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 6 indices.
integer IndicesLeft = 10;
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;
}
// Token != ESCAPE_SEQUENCE
else
{
// 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))];
}
// Normal string.
else
{
// 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 GridPos1 = GetGridPos( llList2Integer(Indices, 0), llList2Integer(Indices, 1) );
vector GridPos2 = GetGridPos( llList2Integer(Indices, 2), llList2Integer(Indices, 3) );
vector GridPos3 = GetGridPos( llList2Integer(Indices, 4), llList2Integer(Indices, 5) );
vector GridPos4 = GetGridPos( llList2Integer(Indices, 6), llList2Integer(Indices, 7) );
vector GridPos5 = GetGridPos( llList2Integer(Indices, 8), llList2Integer(Indices, 9) );
// Use these grid positions to display the correct textures/offsets.
ShowChars(GridPos1, GridPos2, GridPos3, GridPos4, GridPos5);
}
integer ConvertIndex(integer index)
{
// This converts from an ASCII based index to our indexing scheme.
if (index >= 32) // ' ' or higher
index -= 32;
// index < 32
else
{
// Quick bounds check.
if (index > 15)
index = 15;
index += 94; // extended characters
}
return index;
}
default
{
state_entry()
{
// Initialize the character index.
ResetCharIndex();
//llSay(0, "Free Memory: " + (string) llGetFreeMemory());
}
link_message(integer sender, integer channel, string data, key id)
{
if (channel == DISPLAY_STRING)
{
RenderString(data);
return;
}
if (channel == DISPLAY_EXTENDED)
{
RenderExtended(data);
return;
}
if (channel == gCellChannel)
{
// Extract the characters we are interested in, and use those to render.
string TextToRender = llGetSubString(data, gCellCharPosition, gCellCharPosition + 9);
if (gCellUseFading)
RenderWithEffects( TextToRender );
else // !gCellUseFading
RenderString( TextToRender );
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 == SET_CELL_INFO)
{
// Change the channel we listen to for cell commands, and the
// starting character position to extract from.
list Parsed = llCSV2List(data);
gCellChannel = (integer) llList2String(Parsed, 0);
gCellCharPosition = (integer) llList2String(Parsed, 1);
gCellUseFading = (integer) llList2String(Parsed, 2);
gCellHoldDelay = (float) llList2String(Parsed, 3);
return;
}
if (channel == SET_THICKNESS)
{
// Set our z scale to thickness, while staying fixed
// in position relative the prim below us.
vector Scale = llGetScale();
float Thickness = (float) data;
// Reposition only if this isn't the root prim.
integer ThisLink = llGetLinkNumber();
if (ThisLink != 0 || ThisLink != 1) {
// This is not the root prim.
vector Up = llRot2Up(llGetLocalRot());
float DistanceToMove = Thickness / 2.0 - Scale.z / 2.0;
vector Pos = llGetLocalPos();
llSetPos(Pos + DistanceToMove * Up);
}
// Apply the new thickness.
Scale.z = Thickness;
llSetScale(Scale);
return;
}
if (channel == SET_COLOR)
{
vector newColor = (vector)data;
llSetColor(newColor, ALL_SIDES);
}
}
}
XyText Board Control
This last script is a script that allows an unlimited number of cells to be used together. The script:
////////////////////////////////////////////
// XyText Board Control
//
// Written by Tdub Dowler
// Modified by Awsoonn Rawley
// Refactored by Strife Onizuka
////////////////////////////////////////////
/////////////// CONSTANTS /////////////////
// XyText Message Map.
integer SET_LINE_CHANNEL = 100100;
integer DISPLAY_STRING = 204000;
integer DISPLAY_EXTENDED = 204001;
integer REMAP_INDICES = 204002;
integer RESET_INDICES = 204003;
integer SET_CELL_INFO = 204004;
string LOAD_MSG = "Loading...";
///////////// END CONSTANTS ////////////////
integer prims;
SetText(string msg)
{
llMessageLinked(LINK_SET, SET_LINE_CHANNEL, msg, "");
}
XytstOrder()
{
// Fills each cell of the board with it's number.
string str = "";
integer i = 0;
do
{
str += llGetSubString(" " + (string)i,-10,-1);
llSetText("Generating Pattern: " + (string)i, <0,1,0>, 1.0);
}while(++i < prims);
llSetText("Displaying Order Test...", <0,1,0>, 1.0);
// Send the message
llMessageLinked(LINK_SET, SET_LINE_CHANNEL, str, "");
llSetText("", ZERO_VECTOR, 0.0);
}
default
{
on_rez(integer start)
{
llResetScript();
}
state_entry()
{
// Determin the number of prims.
prims = llGetNumberOfPrims();
// Clear the screen.
llMessageLinked(LINK_SET, DISPLAY_STRING, LOAD_MSG, "");
integer StartLink = llGetLinkNumber() + 1;
// Configure the board.
integer i = 0;
do
llMessageLinked(StartLink + i, SET_CELL_INFO, llList2CSV([SET_LINE_CHANNEL, i * 10]), "");
while( ++i < prims );
// Build this script in world to reveal the secret message!
SetText( llBase64ToString("SXMgdGhhdCBub3QgY29vbCBvciB3aGF0PyA6KQ==") );
}
touch_end(integer num)
{
// This can be used to help find mislinked prims. Its not required at all.
XytstOrder();
}
}
Note: For new scripters/builders: Text for this script is displayed in the reverse order by which objects were linked. Breaks in the lines for multiline scripts are possible using the '\n' for newline, but a multiline linked object does not detect this. Theoretically, adding a message which communicates relative axis information (traditionally, z axis) could be used to allow for line breaks.
Example Use
// XyText Message Map.
integer SET_LINE_CHANNEL = 100100; //for multi-cell spanning text
integer DISPLAY_STRING = 204000;
integer DISPLAY_EXTENDED = 204001;
integer REMAP_INDICES = 204002;
integer RESET_INDICES = 204003;
integer SET_CELL_INFO = 204004;
llMessageLinked(LINK_SET, DISPLAY_STRING, "text to display", "");
Many thanks to Xylor Baysklef and Kermitt Quick.