This is my script for an in-world slide show (like a simple powerpoint).
1) Rez a cube and fill it with textures followed by this script. If the textures are named to be sequential or in lexicographical order, this script will display each texture in that order.
2) Change the cube into a presentation panel as follows
TaperX 0.10
TaperY 0.10
SizeX 2.5
SizeY 5.0
SizeZ 0.1
Apply Black Color to Faces 1, 2, 3, 4 & 5.
Do not apply any color to Face 0
3) Textures will be displayed on Face 0, and the next texture will be displayed on Face 1. Apply Black Color to Face 1, but do not color Face 0
4) Drop the script into the panel.
5) Touch the cube (now a framed panel) to start. A drop down menu will provide options to go back, go forwards in the sequence of textures, or reset the presentation.
//
// 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
// set to TRUE if you want debug messages written to chat screen
integer __debug = FALSE;
string __version_id = "LumVision-Presentation Script v 0.2";
// 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);
}
}
// 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
// set to TRUE if you want debug messages written to chat screen
integer __debug = FALSE;
string __version_id = "LumVision-Presentation Script v 0.2";
// 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);
}
}
