OsSetPenColor

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{{Template:Quicklinks}} [[Technical Reference]] -> [[Technical Reference/terms|Terms]] -> [[Status|Status Page]] -> [[OSSL Implemented|OSSL Implemented Functions]] -> [[Dynamic textures]] -> [[OsSetPenColor]]
 
 
 
'''NOTE :''' This function replaces the deprecated OsSetPenColour function.
 
'''NOTE :''' This function replaces the deprecated OsSetPenColour function.
  

Revision as of 01:53, 4 June 2011

NOTE : This function replaces the deprecated OsSetPenColour function.


LSL: String osSetPenColor( String drawList, string color ) 
C#: String osSetPenColor( String drawList, string color ) 


Appends a PenColor drawing command to the string provided in drawList and returns the result.

This sets the pen's drawing color to either the specified named .NET color or to a 32-bit color value (formatted as eight hexadecimal digits in the format aarrggbb, representing the eight-bit alpha, red, green and blue channels).

For full opacity, use an alpha value of ff (e.g. ffff0000 for red); for varying degrees of transparency, reduce the alpha value (e.g. 800000ff for half-transparent blue).

The color names and hexadecimal color representations are not case-sensitive.

Example:
// Example of osSetPenColor
 
string hexDigits = "0123456789abcdef";
list colorNames = [ "AliceBlue", "AntiqueWhite", "Aqua", "Aquamarine", "Azure", "Beige", "Bisque",
 "Black", "BlanchedAlmond", "Blue", "BlueViolet", "Brown", "BurlyWood",
 "CadetBlue", "Chartreuse", "Chocolate", "Coral", "CornflowerBlue", "Cornsilk",
 "Crimson", "Cyan", "DarkBlue", "DarkCyan", "DarkGoldenrod", "DarkGrey",
 "DarkGreen", "DarkKhaki", "DarkMagenta", "DarkOliveGreen", "DarkOrange",
 "DarkOrchid", "DarkRed", "DarkSalmon", "DarkSeaGreen", "DarkSlateBlue",
 "DarkSlateGrey", "DarkTurquoise", "DarkViolet", "DeepPink", "DeepSkyBlue",
 "DimGrey", "DodgerBlue", "FireBrick", "FloralWhite", "ForestGreen", "Fuchsia",
 "Gainsboro", "GhostWhite", "Gold", "Goldenrod", "Grey", "Green", "GreenYellow",
 "Honeydew", "HotPink", "IndianRed", "Indigo", "Ivory", "Khaki", "Lavender",
 "LavenderBlush", "LawnGreen", "LemonChiffon", "LightBlue", "LightCoral",
 "LightCyan", "LightGoldenrodYellow", "LightGreen", "LightGrey", "LightPink",
 "LightSalmon", "LightSeaGreen", "LightSkyBlue", "LightSlateGrey",
 "LightSteelBlue", "LightYellow", "Lime", "LimeGreen", "Linen", "Magenta",
 "Maroon", "MediumAquamarine", "MediumBlue", "MediumOrchid", "MediumPurple",
 "MediumSeaGreen", "MediumSlateBlue", "MediumSpringGreen", "MediumTurquoise",
 "MediumVioletRed", "MidnightBlue", "MintCream", "MistyRose", "Moccasin",
 "NavajoWhite", "Navy", "OldLace", "Olive", "OliveDrab", "Orange", "OrangeRed",
 "Orchid", "PaleGoldenrod", "PaleGreen", "PaleTurquoise", "PaleVioletRed",
 "PapayaWhip", "PeachPuff", "Peru", "Pink", "Plum", "PowderBlue", "Purple",
 "Red", "RosyBrown", "RoyalBlue", "SaddleBrown", "Salmon", "SandyBrown",
 "SeaGreen", "Seashell", "Sienna", "Silver", "SkyBlue", "SlateBlue", "SlateGrey",
 "Snow", "SpringGreen", "SteelBlue", "Tan", "Teal", "Thistle", "Tomato",
 "Turquoise", "Violet", "Wheat", "White", "WhiteSmoke", "Yellow", "YellowGreen" ];
 
default
{
 state_entry()
 {
 string CommandList = ""; // Storage for our drawing commands
 integer i;
 
 CommandList = osSetPenSize( CommandList, 1 ); // Set the pen width to 1 pixel
 
 for (i = 0; i < 140; ++i) // draw each named color as a single horizontal line
 {
 // Set the pen to the next color name in our list
 CommandList = osSetPenColor( CommandList, llList2String( colorNames, i ));
 // Now draw a line in that color
 CommandList = osDrawLine( CommandList, 0, i, 255, i );
 }
 
 // Now let's fill up the remainder with lines of random colors, leaving a gap of 20 lines.
 for (i = 161; i < 256; ++i)
 {
 string thisColor = "ff"; // give it an opaque alpha
 integer j;
 for (j = 0; j < 6; ++j) // then choose six random hex digits for the color
 {
 integer k = (integer) llFrand( 16.0 );
 thisColor += llGetSubString( hexDigits, k, k );
 }
 CommandList = osSetPenColor( CommandList, thisColor );
 CommandList = osDrawLine( CommandList, 0, i, 255, i );
 }
 // Now generate the texture and apply it to the prim
 osSetDynamicTextureData( "", "vector", CommandList, "width:256,height:256", 0 );
 }
}
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