removed useless _ folders

This commit is contained in:
Fred Beckhusen
2015-08-09 16:54:31 -05:00
parent fde850293c
commit 948a44dfba
5204 changed files with 2425579 additions and 0 deletions

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<Solution name="MultiGIF_menu">
<Project name="MultiGIF_menu" path="MultiGIF_menu\MultiGIF_menu.prj" active="true"/>
</Solution>

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<Project name="MultiGIF_menu" guid="D8DEE814-6C00-1014-B904-200204C60A89">
<Object name="Object" guid="D8DEE906-6C00-1014-B904-200204C60A89">
<Script name="MultiGIF_menu_1.lsl" guid="D8DF3EF3-6C00-1014-B904-200204C60A89">
</Script>
</Object>
</Project>

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// :CATEGORY:Animated GIF
// :NAME:MultiGIF_menu
// :AUTHOR:Ferd Frederix
// :CREATED:2012-10-18 09:27:59.460
// :EDITED:2013-09-18 15:38:57
// :ID:535
// :NUM:721
// :REV:1.0
// :WORLD:Second Life
// :DESCRIPTION:
// Add GIFS from the GIF 2 SL Animated Texture Program (http://www.outworldz.com/Secondlife/Posts/gif/Create-Gif-in-Second-Life.htm) and touch the prim to change them
// :CODE:
integer SIDE = ALL_SIDES; // change to 1,2,3 for just one side
// stuff you probably should avoid changing:
//Effect parameters: (can be put in list together, to make animation have all of said effects)
//LOOP - loops the animation
//SMOOTH - plays animation smoothly
//REVERSE - plays animation in reverse
//PING_PONG - plays animation in one direction, then cycles in the opposite direction
list effects = [LOOP]; // LOOP for GIF89 movies
//Movement parameters (choose one):
//ROTATE - Rotates the texture
//SCALE - Scales the texture
//Set movement to 0 to slide animation in the X direction, without any special movement.
integer movement = 0;
integer face = ALL_SIDES; //Number representing the side to activate the animation on.
integer sideX = 1; //Represents how many horizontal images (frames) are contained in your texture.
integer sideY = 1; //Same as sideX, except represents vertical images (frames).
float start = 0.0; //Frame to start animation on. (0 to start at the first frame of the texture)
float length = 0.0; //Number of frames to animate, set to 0 to animate all frames.
float speed = 10.0; //Frames per second to play.
// menu stuff
integer listen_id; // int of the current listener
integer menuChannel; // int of the channel number
// from the menu system http://wiki.secondlife.com/wiki/SimpleDialogMenuSystem
integer N_DIALOG_CHOICES;
integer MAX_DIALOG_CHOICES_PER_PG = 8; // if not offering back button, increase this to 9
string PREV_PG_DIALOG_PREFIX = "< Page ";
string NEXT_PG_DIALOG_PREFIX = "> Page ";
string DIALOG_DONE_BTN = "Done";
string DIALOG_BACK_BTN = "<< Back";
integer pageNum;
list DIALOG_CHOICES;
giveDialog(key ID, integer pageNum) {
list buttons;
integer firstChoice;
integer lastChoice;
integer prevPage;
integer nextPage;
string OnePage;
CancelListen();
menuChannel = llCeil(llFrand(1000000) + 11000000);
listen_id = llListen(menuChannel,"","","");
llSetTimerEvent(60);
N_DIALOG_CHOICES = llGetListLength(DIALOG_CHOICES);
if (N_DIALOG_CHOICES <= 10) {
buttons = DIALOG_CHOICES;
OnePage = "Yes";
}
else {
integer nPages = (N_DIALOG_CHOICES+MAX_DIALOG_CHOICES_PER_PG-1)/MAX_DIALOG_CHOICES_PER_PG;
if (pageNum < 1 || pageNum > nPages) {
pageNum = 1;
}
firstChoice = (pageNum-1)*MAX_DIALOG_CHOICES_PER_PG;
lastChoice = firstChoice+MAX_DIALOG_CHOICES_PER_PG-1;
if (lastChoice >= N_DIALOG_CHOICES) {
lastChoice = N_DIALOG_CHOICES;
}
if (pageNum <= 1) {
prevPage = nPages;
nextPage = 2;
}
else if (pageNum >= nPages) {
prevPage = nPages-1;
nextPage = 1;
}
else {
prevPage = pageNum-1;
nextPage = pageNum+1;
}
buttons = llList2List(DIALOG_CHOICES, firstChoice, lastChoice);
}
// FYI, this puts the navigation button row first, so it is always at the bottom of the dialog
list buttons01 = llList2List(buttons, 0, 2);
list buttons02 = llList2List(buttons, 3, 5);
list buttons03 = llList2List(buttons, 6, 8);
list buttons04;
if (OnePage == "Yes") {
buttons04 = llList2List(buttons, 9, 11);
}
buttons = buttons04 + buttons03 + buttons02 + buttons01;
if (OnePage == "Yes") {
buttons = [ DIALOG_DONE_BTN, DIALOG_BACK_BTN ]+ buttons;
//omit DIALOG_BACK_BTN in line above if not offering
}
else {
buttons = [
PREV_PG_DIALOG_PREFIX + (string)prevPage,
DIALOG_BACK_BTN, NEXT_PG_DIALOG_PREFIX+(string)nextPage, DIALOG_DONE_BTN
]+buttons;
//omit DIALOG_BACK_BTN in line above if not offering
}
llDialog(ID, "Page "+(string)pageNum+"\nChoose one:", buttons, menuChannel);
}