User:Lum Pfohl/LSL Goodies/LumVision Presentation Script v0.2
LumVision Presentation Script v0.2This is my script for an in-world slide show. Rez a cube and fill it with textures followed by this script. If the textures are named to be sequential, this presentations script will display each texture in that order. Touch the cube to start. A drop down menu will provide options to go back, go forward in the sequence of textures, or reset the script. <lsl>// // LumVision-Presentation Script v 0.2 // // Written by Lum Pfohl December 11, 2007 // // January 02, 2008 - Added code to precache the next texture after a short time delay
// global variables integer interval; integer currentTexture = 0; integer previousTexture = 0; integer totalTextures = 0; list textureList =[]; integer messageChannel = 999888; list dynMenu =["Back", "Version", "Forward", "Reset"]; // this is a list of all the possible inventory types, as constants. list list_types = [INVENTORY_NONE, INVENTORY_TEXTURE, INVENTORY_SOUND, INVENTORY_LANDMARK, INVENTORY_CLOTHING, INVENTORY_OBJECT, INVENTORY_NOTECARD, INVENTORY_SCRIPT, INVENTORY_BODYPART, INVENTORY_ANIMATION, INVENTORY_GESTURE]; // this list is of the string names corresponding to the one above. list list_names = ["None", "Texture", "Sound", "Landmark", "Clothing", "Object", "Notecard", "Script", "Body Part", "Animation", "Gesture"]; default { state_entry() { // read in the textures in the prim and store it integer typeCount = llGetInventoryNumber(INVENTORY_TEXTURE); integer j; for (j = 0; j < typeCount; ++j) { string invName = llGetInventoryName(INVENTORY_TEXTURE, j); if (__debug) { llWhisper(0, "Inventory " + invName); } textureList += invName; ++totalTextures; } if (__debug) { llWhisper(0, "Found " + (string) totalTextures + " textures"); } llSetTexture(llList2String(textureList, 0), 0);
// initialize the channel on which the vendor will talk to the owner via dialog messageChannel = (integer) llFrand(2000000000.0); llListen(messageChannel, "", NULL_KEY, ""); // llOwnerSay((string)messageChannel); currentTexture = 0; } on_rez(integer start_param) { llResetScript(); }
touch_start(integer total_number) { if (llDetectedKey(0) == llGetOwner()) { llDialog(llDetectedKey(0), "What do you want to do?", dynMenu, messageChannel); } } // listen for for dialog box messages and respond to them as appropriate listen(integer channel, string name, key id, string message) { if (id != llGetOwner()) { return; } if (message == "Version") { llWhisper(0, __version_id); return; } if (message == "Reset") { llResetScript(); } if (message == "Back" && currentTexture > 0) { previousTexture = currentTexture; --currentTexture; } else if (message == "Forward" && (currentTexture >= 0) && (currentTexture < totalTextures)) { previousTexture = currentTexture; ++currentTexture; } else { llDialog(llGetOwner(), "What do you want to do?", dynMenu, messageChannel); return; } // If there are textures to apply, do so now. Otherwise - quietly // do nothing. if (totalTextures > 0) { // Ensure that we do not go out of bounds with the index if (currentTexture >= totalTextures) { currentTexture = 0; } // Set the new prim texture llSetTexture(llList2String(textureList, currentTexture), 0); // set up so that in 3 seconds, we display the next image on a different face (hidden) llSetTimerEvent(3.00); llDialog(llGetOwner(), "What do you want to do?", dynMenu, messageChannel); } } timer() { // Cancel any further timer events llSetTimerEvent(0.00); // set the next texture (as a pre-cache) on the reverse face integer nextTexture = currentTexture + 1; if (nextTexture >= totalTextures) { nextTexture = 0; } llSetTexture(llList2String(textureList, nextTexture), 1); } }</lsl> Lum Pfohl 20:18, 13 December 2007 (PST) |
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