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#891033
integer x = 0; //a for loop variable.
integer gListPos = 0; //an integer to track current list position.
integer gListLength = 0; //number of snapshots found.
string gCurrentSnap = "Snap01"; //a string, to be converted to from gListPos, relating to the name of each snapshot.
string gLastSnap = "Snap01"; //string for previous snap thumbnail.
string gNextSnap = "Snap01"; //string for next snap thumbnail.
string FORWARD = "forward_button"; // 2 constants based on button names, to determine which button was pressed.
string BACK = "back_button";
integer gPrimCount = 0; //total number of prims in object.
string LAST = "last thumb"; //constant to search for last snap thumbnail.
string NEXT = "next thumb"; //constant to search for next snap thumbnail.
default
{
state_entry()
{
gPrimCount = llGetNumberOfPrims();
gListLength = llGetInventoryNumber(INVENTORY_TEXTURE); //finding number of textures stored, and setting an integer for it.
}
link_message(integer sender_num, integer num, string str, key id)
{
string lLinkName = llGetLinkName(sender_num); //determining which button was pressed by getting button name from id.
if (lLinkName == FORWARD) //comparing button name with constants.
{
if (gListPos == gListLength -1) //Branch to reset gListPos to 0 when it hits the end of the list.
{
gListPos = 0;
}
else
{
++gListPos; //increment on touch, to move through the snapshots.
}
}
else if (lLinkName == BACK)
{
if (gListPos == 0) //Branch to reset ListPos to max when it hits the bottom of the list.
{
gListPos = (gListLength - 1);
}
else
{
--gListPos; //decrement on touch, to move through the snapshots.
}
}
gCurrentSnap = llGetInventoryName(INVENTORY_TEXTURE, gListPos); //Pulling the string name of current snapshot from the list for use in llSetTexture.
if (gListPos == gListLength -1) //Branch to reset gNextSnap to 0 when it hits the end of the list.
{
gNextSnap = llGetInventoryName(INVENTORY_TEXTURE, 0);
}
else
{
gNextSnap = llGetInventoryName(INVENTORY_TEXTURE, (gListPos + 1)); //setting to next snap.
}
if (gListPos == 0) //Branch to reset gLastSnap to max when it hits the end of the list.
{
gLastSnap = llGetInventoryName(INVENTORY_TEXTURE, (gListLength - 1));
}
else
{
gLastSnap = llGetInventoryName(INVENTORY_TEXTURE, (gListPos - 1)); //setting to next snap.
}
llSetTexture(gCurrentSnap, ALL_SIDES); //Setting snapshot!
for (x = 1; x <= gPrimCount; x++) //loop to check names of all links to find thumbs.
{
if (llGetLinkName(x) == LAST) llSetLinkTexture(x, gLastSnap, ALL_SIDES); //if prim is a last thumb, last snap is set.
else if (llGetLinkName(x) == NEXT) llSetLinkTexture(x, gNextSnap, ALL_SIDES); //if prim is a next thumb, next snap is set.
}
llSay(PUBLIC_CHANNEL, "Displaying picture " + (string)(gListPos +1) + "/" + (string)gListLength);
}
}