Wordclock/displayword.lua

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-- Module filling a buffer, sent to the LEDs
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function updateColor(data, inverseRow=false)
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-- special case, and there are exactly 4 words to display (so each word for each minute)
if (data.amountWords == 4) then
print ("Amount words are " .. tostring(data.amountWords))
if (data.words.min1 == 1 and data.drawnWords == 0) then
print "Color1"
return data.colorMin1
elseif (data.words.min2 == 1 and data.drawnWords == 1) then
print "Color2"
return data.colorMin2
elseif (data.words.min3 == 1 and data.drawnWords == 2) then
print "Color3"
return data.colorMin3
elseif (data.words.min4 == 1 and data.drawnWords == 3) then
print "Color4"
return data.colorMin4
else
print "Color default"
return data.colorFg
end
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else -- we must do some magic calculation FIXME the magic should be improved
if (((data.drawnCharacters <= data.charsPerMinute) and not inverseRow) or
((data.drawnCharacters > data.charsPerMinute) and inverseRow) ) then
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if (data.words.min1 == 1 or data.words.min2 == 1 or data.words.min3 == 1 or data.words.min4 == 1) then
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return data.colorMin1
else
return data.colorFg
end
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elseif ( ((data.drawnCharacters <= data.charsPerMinute*2) and not inverseRow) or
((data.drawnCharacters <= data.charsPerMinute*2) and inverseRow)) then
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if (data.words.min2 == 1 or data.words.min3 == 1 or data.words.min4 == 1) then
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return data.colorMin2
else
return data.colorFg
end
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elseif (data.drawnCharacters <= data.charsPerMinute*3) then
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if (data.words.min3 == 1 or data.words.min4 == 1) then
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return data.colorMin3
else
return data.colorFg
end
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elseif (data.drawnCharacters > data.charsPerMinute*3) then
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if (data.words.min4 == 1) then
return data.colorMin4
else
return data.colorFg
end
else
return data.colorFg
end
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end
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end
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function drawLEDs(data, numberNewChars, inverseRow=false)
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local tmpBuf=nil
for i=1,numberNewChars do
if (tmpBuf == nil) then
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tmpBuf = updateColor(data, inverseRow)
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else
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tmpBuf=tmpBuf .. updateColor(data, inverseRow)
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end
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data.drawnCharacters=data.drawnCharacters+1
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end
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data.drawnWords=data.drawnWords+1
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return tmpBuf
end
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-- Module displaying of the words
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function generateLEDs(words, colorFg, colorMin1, colorMin2, colorMin3, colorMin4, characters)
-- Set the local variables needed for the colored progress bar
data={}
data.charsPerMinute=math.floor(characters/3) -- devide by three (Minute 1 to Minute 3, Minute 4 takes the last chars)
data.words=words
data.colorFg=colorFg
data.colorMin1=colorMin1
data.colorMin2=colorMin2
data.colorMin3=colorMin3
data.colorMin4=colorMin4
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data.drawnCharacters=0
data.drawnWords=0
data.amountWords=display_countwords_de(words)
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local space=string.char(0,0,0)
-- update the background color, if set
if (colorBg ~= nil) then
space = colorBg
end
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-- Set the foreground color as the default color
local buf=colorFg
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-- line 1----------------------------------------------
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if (words.it==1) then
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buf=drawLEDs(data,2) -- ES
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else
buf=space:rep(2)
end
-- K fill character
buf=buf .. space:rep(1)
if (words.is == 1) then
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buf=buf .. drawLEDs(data,3) -- IST
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else
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buf=buf .. space:rep(3)
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end
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-- L fill character
buf=buf .. space:rep(1)
if (words.fiveMin== 1) then
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buf= buf .. drawLEDs(data,4) -- FUENF
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else
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buf= buf .. space:rep(4)
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end
-- line 2-- even row (so inverted) --------------------
if (words.twenty == 1) then
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buf= buf .. drawLEDs(data,7,true) -- ZWANZIG
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else
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buf= buf .. space:rep(7)
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end
if (words.tenMin == 1) then
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buf= buf .. drawLEDs(data,4,true) -- ZEHN
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else
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buf= buf .. space:rep(4)
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end
-- line3----------------------------------------------
if (words.threequater == 1) then
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buf= buf .. drawLEDs(data,11) -- Dreiviertel
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elseif (words.quater == 1) then
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buf= buf .. space:rep(4)
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buf= buf .. drawLEDs(data,7) -- VIERTEL
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else
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buf= buf .. space:rep(11)
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end
--line 4-------- even row (so inverted) -------------
if (words.before == 1) then
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buf=buf .. space:rep(2)
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buf= buf .. drawLEDs(data,3,true) -- VOR
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else
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buf= buf .. space:rep(5)
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end
if (words.after == 1) then
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buf= buf .. drawLEDs(data,4,true) -- NACH
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buf= buf .. space:rep(2) -- TG
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else
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buf= buf .. space:rep(6)
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end
------------------------------------------------
if (words.half == 1) then
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buf= buf .. drawLEDs(data,4) -- HALB
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buf= buf .. space:rep(1) -- X
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else
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buf= buf .. space:rep(5)
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end
if (words.twelve == 1) then
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buf= buf .. drawLEDs(data,5) -- ZWOELF
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buf= buf .. space:rep(1) -- P
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else
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buf= buf .. space:rep(6)
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end
------------even row (so inverted) ---------------------
if (words.seven == 1) then
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buf= buf .. drawLEDs(data,6,true) -- SIEBEN
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buf= buf .. space:rep(5)
elseif (words.oneLong == 1) then
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buf= buf .. space:rep(5)
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buf= buf .. drawLEDs(data,4,true) -- EINS
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buf= buf .. space:rep(2)
elseif (words.one == 1) then
buf= buf .. space:rep(6)
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buf= buf .. drawLEDs(data,3,true) -- EIN
buf= buf .. space:rep(2)
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elseif (words.two == 1) then
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buf= buf .. space:rep(7)
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buf= buf .. drawLEDs(data,4,true) -- ZWEI
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else
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buf= buf .. space:rep(11)
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end
------------------------------------------------
if (words.three == 1) then
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buf= buf .. space:rep(1)
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buf= buf .. drawLEDs(data,4) -- DREI
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buf= buf .. space:rep(6)
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elseif (words.five == 1) then
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buf= buf .. space:rep(7)
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buf= buf .. drawLEDs(data,4) -- FUENF
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else
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buf= buf .. space:rep(11)
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end
------------even row (so inverted) ---------------------
if (words.four == 1) then
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buf= buf .. drawLEDs(data,4,true) -- VIER
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buf= buf .. space:rep(7)
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elseif (words.nine == 1) then
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buf= buf .. space:rep(4)
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buf= buf .. drawLEDs(data,4,true) -- NEUN
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buf= buf .. space:rep(3)
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elseif (words.eleven == 1) then
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buf= buf .. space:rep(8)
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buf= buf .. drawLEDs(data,3,true) -- ELEVEN
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else
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buf= buf .. space:rep(11)
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end
------------------------------------------------
if (words.eight == 1) then
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buf= buf .. space:rep(1)
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buf= buf .. drawLEDs(data,4) -- ACHT
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buf= buf .. space:rep(6)
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elseif (words.ten == 1) then
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buf= buf .. space:rep(5)
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buf= buf .. drawLEDs(data,4) -- ZEHN
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buf= buf .. space:rep(2)
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else
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buf= buf .. space:rep(11)
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end
------------even row (so inverted) ---------------------
if (words.clock == 1) then
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buf= buf .. drawLEDs(data,3,true) -- UHR
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else
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buf= buf .. space:rep(3)
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end
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if (words.six == 1) then
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buf= buf .. space:rep(2)
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buf= buf .. drawLEDs(data,5,true) -- SECHS
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buf= buf .. space:rep(1)
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else
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buf= buf .. space:rep(8)
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end
if (words.min1 == 1) then
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buf= buf .. colorFg
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else
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buf= buf .. space:rep(1)
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end
if (words.min2 == 1) then
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buf= buf .. colorFg
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else
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buf= buf .. space:rep(1)
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end
if (words.min3 == 1) then
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buf= buf .. colorFg
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else
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buf= buf .. space:rep(1)
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end
if (words.min4 == 1) then
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buf= buf .. colorFg
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else
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buf= buf .. space:rep(1)
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end
collectgarbage()
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return buf
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end