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LSL-Scripts/GIF Player/Gif Player/Object/Automatic_GIF_to_SL_script player.lsl
Fred Beckhusen 5a21e18d9e Fred Beckhusen
2019-03-17 23:41:07 -05:00

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7.1 KiB
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// :CATEGORY:GIF
// :NAME:GIF Player
// :AUTHOR:Fred Beckhusen (Ferd Frederix)
// :CREATED:2013-09-06
// :EDITED:2013-09-18 15:38:54
// :ID:348
// :NUM:471
// :REV:1
// :WORLD:Second Life
// :DESCRIPTION:
// GIF to Sl
// :CODE:
// Put any texture converted by gif_2_SL_animation_v0.6.exe into a prim with this script to get it to play back automatically as a movie
integer SIDE = ALL_SIDES; // change to 1,2,3 for just one side
//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);
}
CancelListen() {
llListenRemove(listen_id);
}
initAnim() //Call this when you want to change something in the texture animation.
{
integer effectBits;
integer i;
for(i = 0; i < llGetListLength(effects); i++)
{
effectBits = (effectBits | llList2Integer(effects,i));
}
integer params = (effectBits|movement);
llSetTextureAnim(ANIM_ON|params,face,sideX,sideY, start,length,speed);
}
fetch(string texture)
{
integer i;
integer j = llGetInventoryNumber(INVENTORY_TEXTURE);
for (i = 0; i < j; i ++)
{
string myTexture = llGetInventoryName(INVENTORY_TEXTURE,i);
list data = llParseString2List(myTexture,[";"],[]);
string name = llList2String(data,0);
if (name == texture) {
string X = llList2String(data,1);
string Y = llList2String(data,2);
string Z = llList2String(data,3);
sideX = (integer) X;
sideY = (integer) Y;
speed = (float) Z;
//llOwnerSay("Name=" + myTexture + " X=" + X + " Y=" + Y + " Z = " + (string) Z);
if (speed) {
llSetTexture(myTexture,SIDE);
initAnim();
}
}
}
}
// Make a list of all bare names for the dialog
list fetchAll()
{
list choices = [];
integer i;
integer j = llGetInventoryNumber(INVENTORY_TEXTURE);
for (i = 0; i < j; i ++)
{
string texture = llGetInventoryName(INVENTORY_TEXTURE,i);
list data = llParseString2List(texture,[";"],[]);
choices += llList2String(data,0);
}
return choices;
}
default
{
state_entry()
{
}
touch_start(integer who)
{
if (llDetectedKey(0) == llGetOwner() )
{
pageNum = 1;
DIALOG_CHOICES = fetchAll();
giveDialog(llGetOwner(), pageNum);
}
}
listen(integer channel, string name, key id, string message)
{
integer where ;
if ( message == DIALOG_DONE_BTN)
{
CancelListen();
return;
}
else if (message == DIALOG_BACK_BTN)
{
pageNum = 1;
DIALOG_CHOICES = fetchAll();
giveDialog(llGetOwner(), pageNum);
}
else if (llSubStringIndex(message, PREV_PG_DIALOG_PREFIX) == 0)
{
pageNum = (integer)llGetSubString(message, llStringLength(PREV_PG_DIALOG_PREFIX), -1);
giveDialog(llGetOwner(), pageNum);
}
else if (llSubStringIndex(message, NEXT_PG_DIALOG_PREFIX) == 0)
{
pageNum = (integer)llGetSubString(message, llStringLength(NEXT_PG_DIALOG_PREFIX), -1);
giveDialog(llGetOwner(), pageNum);
} else { //this is the section where you do stuff
where = llListFindList(fetchAll(),[message]);
if (where >= 0)
{
fetch(message);
giveDialog(llGetOwner(), pageNum);
}
// add more buttons here
}
}
}