When showing dialog, is that possible to show a text box to let awators to enter the number he wants?
Thanks for your suggestion in advance.
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textbox input? |
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Broker Golding
Registered User
Join date: 27 Sep 2006
Posts: 4
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11-01-2006 18:22
When showing dialog, is that possible to show a text box to let awators to enter the number he wants?
Thanks for your suggestion in advance. |
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Osgeld Barmy
Registered User
Join date: 22 Mar 2005
Posts: 3,336
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11-01-2006 18:47
no
you can use the predefined llDialog buttons (upto 12 eventho theres only 7 lines of text before you get a scroll-bar, which causes issues with ppl not scrolling down to find out what those last options would mean ...) or normal chat methods (since llDialog is just output, all your imput is tru the listen event) |
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Newgate Ludd
Out of Chesse Error
Join date: 8 Apr 2005
Posts: 2,103
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11-02-2006 05:39
When showing dialog, is that possible to show a text box to let awators to enter the number he wants? Thanks for your suggestion in advance. As Osgeld stated its not possible. What I have done in the past is had an option on the menu that would then display a dialog saying "Now type /999 parameter=value to set this parameter." where 999 is the channel number. |
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Scalar Tardis
SL Scientist/Engineer
Join date: 5 Nov 2005
Posts: 249
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11-02-2006 12:56
It is possible, but not without some major pain on your or someone else's part.
![]() 1. Build a HUD with an xytext-style text display field 2. Build in a QWERTY-style keyboard of prim buttons 3. Include buttons for Delete key, Enter, and Cancel TO USE: 1. HUD is given to user, who needs to wear it 2. User enters data by clicking buttons with cursor 3. Buttons do live updating of xytext field, displaying data 4. User clicks OK or Cancel 5. Result sent back to your master object via a channel shout CONVENIENCE OPTIONS: - Build in Left-Arrow and Right-Arrow to allow moving a cursor along text line - Build in SHIFT and CAPSLOCK buttons to allow upper/lowercase and symbols. - Make HUD self-minimize/hide when not in use so user doesn't need to remove it. NOTE: I am no HUD-coding and design expert, but someday I may try building this... probably after I get the bezier patch thingie working.. ![]() |
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Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
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11-02-2006 15:08
This would be more tedious then anything else to make. Would take longer to lay out the prims then to script.
Just have the user chat onto some private channel. Have them type "/235 my text" or what have you (without the quotes) and have your script listening on channel 235. _____________________
Truth is a river that is always splitting up into arms that reunite. Islanded between the arms, the inhabitants argue for a lifetime as to which is the main river. - Cyril Connolly Without the political will to find common ground, the continual friction of tactic and counter tactic, only creates suspicion and hatred and vengeance, and perpetuates the cycle of violence. - James Nachtwey |
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Newgate Ludd
Out of Chesse Error
Join date: 8 Apr 2005
Posts: 2,103
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11-02-2006 15:13
This would be more tedious then anything else to make. Would take longer to lay out the prims then to script. Just have the user chat onto some private channel. Have them type "/235 my text" or what have you (without the quotes) and have your script listening on channel 235. I agree with Strife. Way to much like hard work. As I already said I use the channel approach. |
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Broker Golding
Registered User
Join date: 27 Sep 2006
Posts: 4
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11-02-2006 17:13
Thanks for your excellent suggestion. It leads me to correct way. Thanks a lot.
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Scalar Tardis
SL Scientist/Engineer
Join date: 5 Nov 2005
Posts: 249
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11-02-2006 17:23
Well, I decided to play with this idea a little.
The prim layout is easy, and llSetText looks perfect when on a HUD so no need for fiddling with xyText. These are uploaded textures for my onscreen-keyboard buttons, but in fact I could probably even do the buttons themselves with llSetText, so it can do all symbols with Ctrl-Option-OpenApple-Shift, etc etc. ![]() Scalar's Dialog Box v0.06: http://img516.imageshack.us/my.php?image=sdialogboxkz7.jpg Though I still don't have any experience with link messages so this is as far as this project goes for now. |
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Mr Blackthorne
Registered User
Join date: 26 Oct 2006
Posts: 13
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Link Messages
11-02-2006 19:40
Though I still don't have any experience with link messages so this is as far as this project goes for now. Here is a old topic on an alternative to link messages. The discussion thread talks about the pros-and-cons of this approach and some other issues re: Link Message. I'm new, so I dont know if these issues still exist today. The thread is a year old. /15/df/69401/1.html Here is a topic on passing touch events up to the root prim. So only the root prim needs to do the processing. /54/f3/144366/1.html |
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Scalar Tardis
SL Scientist/Engineer
Join date: 5 Nov 2005
Posts: 249
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11-02-2006 21:39
Mmmmmmm, very nice. I've been wanting to try my hand at making a full-scale dialog box system in LSL. Operating by object names and one main script would indeed make this an easier project.
1. BASE: Window with title bar and close/minimize and main script 2. Inventory Folder with various buttons, checkbox controls, spinboxes, and text fields, each as individual grouped objects: ButtonsGeneric - Button1 - Button2 - Button3 - (...) ButtonsRadio: - RadioButton1 - RadioButton2 - RadioButton3 - (...) Checkboxes - Checkbox1 - Checkbox2 - Checkbox3 - (...) Spinboxes: - Spinbox1 - Spinbox2 - Spinbox3 - (...) TextLines: - TextLine1 - TextLine2 - TextLine3 - (...) TextScrollBoxes: - TextScrollBox1 - TextScrollBox2 - TextScrollBox3 - (...) 3. To assemble, in edit mode drag checkbox or whatever out of inventory and place onto bare window where desired. NOTE: Must use only one of each to prevent name conflicts. 4. In the root prim, there's a button list, a checkbox list, etc, and the builder puts the button name/text in that list. 5. Select all and link to Window as root prim 6. On entry, root prim script can auto-detect control types linked to it, assign llSetText to appropriate widgets from the naming lists, and automatically make things like the checkboxes and spinboxes work properly. Simulation of a multi-line scrollbox could be done by having a stack of llSetText prims, and loading them with data stored in a list. When user presses a scrollbar button it advances up/down through the list and updates the llSetText stack. Tons of possibilities lurking here. But I can only do one project at a time. ![]() Though, of course I assume someone else has already done something like this by now.. ![]() |
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Aakanaar LaSalle
Registered User
Join date: 1 Sep 2006
Posts: 132
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11-02-2006 22:45
Except for the design aspect of it.. it would be easier to have the box simply remember which controlls and positions to use.. or be told which controls and positions to use and have it rez the controls into the correct places and set their text etc..
The benifit to this, is it can pass control ids through the on_rez event that each control would use to identify itself when it needs to send messages to the main parent. Another nice idea to this, is the same window can do multiple dialog boxes as needed. It just needs the data of which controls to rez and link, and where to put them, etc. |
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Deanna Trollop
BZ Enterprises
Join date: 30 Jan 2006
Posts: 671
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11-03-2006 11:33
...have it rez the controls into the correct places and set their text etc.. But attached objects can't dynamically change links. If you rez any new dialog objects, they'd need to be separately linked to another HUD attachment point, and wouldn't be able to communicate with the rezzing object through link messages. The other way to do it is just to have a bunch of "generic" dialog prims already linked to the main HUD panel, just "hidden", which are then moved and configured as necessary. |
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Scalar Tardis
SL Scientist/Engineer
Join date: 5 Nov 2005
Posts: 249
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11-04-2006 00:35
The basic keyboard with DEL key is complete. Now if only I knew what to DO with it.
![]() [0:31] Dialogbox HUD v1.0 TR-Anchor: Cancel Button Pressed. [0:31] Dialogbox HUD v1.0 TR-Anchor: Close Button Pressed. [0:31] Dialogbox HUD v1.0 TR-Anchor: Okay button pressed. Text: THIS WAS TYPED USING THE ONSCREEN KEYBOARD. |
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Scalar Tardis
SL Scientist/Engineer
Join date: 5 Nov 2005
Posts: 249
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11-04-2006 01:12
This is fun. So, it appears you can detect "Mousedown" and "MouseUp" style events in a HUD, which enables a very handy feature: Key Repeat
[1:08] Dialogbox HUD v1.1 TR-Anchor: Ready. [1:08] Dialogbox HUD v1.1 TR-Anchor: Timer started. [1:08] Dialogbox HUD v1.1 TR-Anchor: Timer stopped. [1:08] Dialogbox HUD v1.1 TR-Anchor: command: key Object: KeyT [1:08] Dialogbox HUD v1.1 TR-Anchor: Timer started. [1:08] Dialogbox HUD v1.1 TR-Anchor: command: key Object: KeyE [1:08] Dialogbox HUD v1.1 TR-Anchor: Timer stopped. [1:08] Dialogbox HUD v1.1 TR-Anchor: Timer started. [1:08] Dialogbox HUD v1.1 TR-Anchor: command: key Object: KeyS [1:08] Dialogbox HUD v1.1 TR-Anchor: Timer stopped. [1:08] Dialogbox HUD v1.1 TR-Anchor: Timer started. [1:08] Dialogbox HUD v1.1 TR-Anchor: Timer stopped. [1:08] Dialogbox HUD v1.1 TR-Anchor: command: key Object: KeyT [1:08] Dialogbox HUD v1.1 TR-Anchor: Timer started. [1:08] Dialogbox HUD v1.1 TR-Anchor: Timer stopped. [1:08] Dialogbox HUD v1.1 TR-Anchor: command: key Object: Key [1:08] Dialogbox HUD v1.1 TR-Anchor: Timer started. [1:08] Dialogbox HUD v1.1 TR-Anchor: Timer stopped. [1:08] Dialogbox HUD v1.1 TR-Anchor: command: key Object: KeyM [1:08] Dialogbox HUD v1.1 TR-Anchor: Timer started. [1:08] Dialogbox HUD v1.1 TR-Anchor: Timer stopped. [1:08] Dialogbox HUD v1.1 TR-Anchor: command: key Object: KeyE [1:08] Dialogbox HUD v1.1 TR-Anchor: Timer stopped. [1:08] Dialogbox HUD v1.1 TR-Anchor: Timer started. [1:08] Dialogbox HUD v1.1 TR-Anchor: command: key Object: KeyS [1:08] Dialogbox HUD v1.1 TR-Anchor: command: key Object: KeyS [1:08] Dialogbox HUD v1.1 TR-Anchor: command: key Object: KeyS [1:08] Dialogbox HUD v1.1 TR-Anchor: command: key Object: KeyS [1:08] Dialogbox HUD v1.1 TR-Anchor: command: key Object: KeyS [1:08] Dialogbox HUD v1.1 TR-Anchor: command: key Object: KeyS [1:08] Dialogbox HUD v1.1 TR-Anchor: command: key Object: KeyS [1:08] Dialogbox HUD v1.1 TR-Anchor: Timer stopped. [1:08] Dialogbox HUD v1.1 TR-Anchor: Timer started. [1:08] Dialogbox HUD v1.1 TR-Anchor: Timer stopped. [1:08] Dialogbox HUD v1.1 TR-Anchor: command: key Object: KeyA [1:08] Dialogbox HUD v1.1 TR-Anchor: Timer started. [1:08] Dialogbox HUD v1.1 TR-Anchor: command: key Object: KeyG [1:08] Dialogbox HUD v1.1 TR-Anchor: Timer stopped. [1:08] Dialogbox HUD v1.1 TR-Anchor: Timer started. [1:08] Dialogbox HUD v1.1 TR-Anchor: command: key Object: KeyE [1:08] Dialogbox HUD v1.1 TR-Anchor: Timer stopped. [1:09] Dialogbox HUD v1.1 TR-Anchor: Timer started. [1:09] Dialogbox HUD v1.1 TR-Anchor: command: key Object: Key. [1:09] Dialogbox HUD v1.1 TR-Anchor: command: key Object: Key. [1:09] Dialogbox HUD v1.1 TR-Anchor: command: key Object: Key. [1:09] Dialogbox HUD v1.1 TR-Anchor: command: key Object: Key. [1:09] Dialogbox HUD v1.1 TR-Anchor: Timer stopped. [1:10] Dialogbox HUD v1.1 TR-Anchor: Timer started. [1:10] Dialogbox HUD v1.1 TR-Anchor: command: bok Object: BOkay [1:10] Dialogbox HUD v1.1 TR-Anchor: Okay button pressed. Text: TEST MESSSSSSSAGE.... [1:10] Dialogbox HUD v1.1 TR-Anchor: Timer stopped. |
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Scalar Tardis
SL Scientist/Engineer
Join date: 5 Nov 2005
Posts: 249
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11-04-2006 03:39
Next I've implemented the left/right arrows, plus also added Backspace/Delete keys...
[3:35] Dialogbox HUD v1.3: Ready. [3:35] Dialogbox HUD v1.3: 1| -Keypress 1 [3:35] Dialogbox HUD v1.3: 12| -Keypress 2 [3:35] Dialogbox HUD v1.3: 1|2 -Arrow Left [3:35] Dialogbox HUD v1.3: |12 -Arrow Left [3:35] Dialogbox HUD v1.3: DING! Can't move left. [3:35] Dialogbox HUD v1.3: 1|2 -ArrowRight [3:35] Dialogbox HUD v1.3: 12| -ArrowRight [3:35] Dialogbox HUD v1.3: DING! Can't move right. [3:35] Dialogbox HUD v1.3: 123| -Keypress 3 [3:35] Dialogbox HUD v1.3: 1234| -Keypress 4 [3:35] Dialogbox HUD v1.3: 12345| -Keypress 5 [3:35] Dialogbox HUD v1.3: 1234|5 -Arrow Left [3:35] Dialogbox HUD v1.3: 123|45 -Arrow Left [3:35] Dialogbox HUD v1.3: 12|345 -Arrow Left [3:35] Dialogbox HUD v1.3: 1|2345 -Arrow Left [3:35] Dialogbox HUD v1.3: |2345 -Backspace [3:35] Dialogbox HUD v1.3: DING! Can't backspace to left of cursor. [3:35] Dialogbox HUD v1.3: 2|345 -ArrowRight [3:35] Dialogbox HUD v1.3: 23|45 -ArrowRight [3:35] Dialogbox HUD v1.3: 234|5 -ArrowRight [3:35] Dialogbox HUD v1.3: 234| -Delete [3:35] Dialogbox HUD v1.3: DING! Can't delete to right of cursor. [3:35] Dialogbox HUD v1.3: 23|4 -Arrow Left [3:35] Dialogbox HUD v1.3: 233|4 -Keypress 3 [3:35] Dialogbox HUD v1.3: Okay button pressed. Text: 2334 |