-- Module filling a buffer, sent to the LEDs function updateColor(data, inverseRow, characters2draw) if (inverseRow == nil) then inverseRow=false end -- special case, and there are exactly 4 words to display (so each word for each minute) if (not inverseRow) then -- nomral row if (data.drawnCharacters < data.charsPerMinute) then if (data.words.min1 == 1 or data.words.min2 == 1 or data.words.min3 == 1 or data.words.min4 == 1) then return data.colorMin1 else return data.colorFg end elseif (data.drawnCharacters < data.charsPerMinute*2) then if (data.words.min2 == 1 or data.words.min3 == 1 or data.words.min4 == 1) then return data.colorMin2 else return data.colorFg end elseif (data.drawnCharacters < data.charsPerMinute*3) then if (data.words.min3 == 1 or data.words.min4 == 1) then return data.colorMin3 else return data.colorFg end elseif (data.drawnCharacters > data.charsPerMinute*3) then if (data.words.min4 == 1) then return data.colorMin4 else return data.colorFg end else return data.colorFg end else -- inverse row --FIXME magic missing return data.colorFg end end function drawLEDs(data, numberNewChars, inverseRow) if (inverseRow == nil) then inverseRow=false end print("charactes " .. tostring(data.charsPerMinute) .. " per minute; " .. tonumber(data.drawnCharacters) .. " used characters") local tmpBuf=nil for i=1,numberNewChars do if (tmpBuf == nil) then tmpBuf = updateColor(data, inverseRow, numberNewChars) else tmpBuf=tmpBuf .. updateColor(data, inverseRow, numberNewChars) end data.drawnCharacters=data.drawnCharacters+1 end data.drawnWords=data.drawnWords+1 return tmpBuf end -- Module displaying of the words function generateLEDs(words, colorFg, colorMin1, colorMin2, colorMin3, colorMin4, characters) -- Set the local variables needed for the colored progress bar data={} local minutes=1 if (words.min1 == 1) then minutes = minutes + 1 elseif (words.min2 == 1) then minutes = minutes + 2 elseif (words.min3 == 1) then minutes = minutes + 3 elseif (words.min4 == 1) then minutes = minutes + 4 end print("Minutes : " .. tostring(minutes) ) -- data.charsPerMinute=characters - math.floor(characters / minutes) * minutes -- modulo data.charsPerMinute = math.ceil(characters / minutes) -- devide by five (Minute 0, Minute 1 to Minute 4 takes the last chars) data.words=words data.colorFg=colorFg data.colorMin1=colorMin1 data.colorMin2=colorMin2 data.colorMin3=colorMin3 data.colorMin4=colorMin4 data.drawnCharacters=0 data.drawnWords=0 data.amountWords=display_countwords_de(words) local space=string.char(0,0,0) -- update the background color, if set if (colorBg ~= nil) then space = colorBg end -- Set the foreground color as the default color local buf=colorFg -- line 1---------------------------------------------- if (words.it==1) then buf=drawLEDs(data,2) -- ES else buf=space:rep(2) end -- K fill character buf=buf .. space:rep(1) if (words.is == 1) then buf=buf .. drawLEDs(data,3) -- IST else buf=buf .. space:rep(3) end -- L fill character buf=buf .. space:rep(1) if (words.fiveMin== 1) then buf= buf .. drawLEDs(data,4) -- FUENF else buf= buf .. space:rep(4) end -- line 2-- even row (so inverted) -------------------- if (words.twenty == 1) then buf= buf .. drawLEDs(data,7,true) -- ZWANZIG else buf= buf .. space:rep(7) end if (words.tenMin == 1) then buf= buf .. drawLEDs(data,4,true) -- ZEHN else buf= buf .. space:rep(4) end -- line3---------------------------------------------- if (words.threequater == 1) then buf= buf .. drawLEDs(data,11) -- Dreiviertel elseif (words.quater == 1) then buf= buf .. space:rep(4) buf= buf .. drawLEDs(data,7) -- VIERTEL else buf= buf .. space:rep(11) end --line 4-------- even row (so inverted) ------------- if (words.before == 1) then buf=buf .. space:rep(2) buf= buf .. drawLEDs(data,3,true) -- VOR else buf= buf .. space:rep(5) end if (words.after == 1) then buf= buf .. drawLEDs(data,4,true) -- NACH buf= buf .. space:rep(2) -- TG else buf= buf .. space:rep(6) end ------------------------------------------------ if (words.half == 1) then buf= buf .. drawLEDs(data,4) -- HALB buf= buf .. space:rep(1) -- X else buf= buf .. space:rep(5) end if (words.twelve == 1) then buf= buf .. drawLEDs(data,5) -- ZWOELF buf= buf .. space:rep(1) -- P else buf= buf .. space:rep(6) end ------------even row (so inverted) --------------------- if (words.seven == 1) then buf= buf .. drawLEDs(data,6,true) -- SIEBEN buf= buf .. space:rep(5) elseif (words.oneLong == 1) then buf= buf .. space:rep(5) buf= buf .. drawLEDs(data,4,true) -- EINS buf= buf .. space:rep(2) elseif (words.one == 1) then buf= buf .. space:rep(6) buf= buf .. drawLEDs(data,3,true) -- EIN buf= buf .. space:rep(2) elseif (words.two == 1) then buf= buf .. space:rep(7) buf= buf .. drawLEDs(data,4,true) -- ZWEI else buf= buf .. space:rep(11) end ------------------------------------------------ if (words.three == 1) then buf= buf .. space:rep(1) buf= buf .. drawLEDs(data,4) -- DREI buf= buf .. space:rep(6) elseif (words.five == 1) then buf= buf .. space:rep(7) buf= buf .. drawLEDs(data,4) -- FUENF else buf= buf .. space:rep(11) end ------------even row (so inverted) --------------------- if (words.four == 1) then buf= buf .. drawLEDs(data,4,true) -- VIER buf= buf .. space:rep(7) elseif (words.nine == 1) then buf= buf .. space:rep(4) buf= buf .. drawLEDs(data,4,true) -- NEUN buf= buf .. space:rep(3) elseif (words.eleven == 1) then buf= buf .. space:rep(8) buf= buf .. drawLEDs(data,3,true) -- ELEVEN else buf= buf .. space:rep(11) end ------------------------------------------------ if (words.eight == 1) then buf= buf .. space:rep(1) buf= buf .. drawLEDs(data,4) -- ACHT buf= buf .. space:rep(6) elseif (words.ten == 1) then buf= buf .. space:rep(5) buf= buf .. drawLEDs(data,4) -- ZEHN buf= buf .. space:rep(2) else buf= buf .. space:rep(11) end ------------even row (so inverted) --------------------- if (words.clock == 1) then buf= buf .. drawLEDs(data,3,true) -- UHR else buf= buf .. space:rep(3) end if (words.six == 1) then buf= buf .. space:rep(2) buf= buf .. drawLEDs(data,5,true) -- SECHS buf= buf .. space:rep(1) else buf= buf .. space:rep(8) end if (words.min1 == 1) then buf= buf .. colorFg else buf= buf .. space:rep(1) end if (words.min2 == 1) then buf= buf .. colorFg else buf= buf .. space:rep(1) end if (words.min3 == 1) then buf= buf .. colorFg else buf= buf .. space:rep(1) end if (words.min4 == 1) then buf= buf .. colorFg else buf= buf .. space:rep(1) end collectgarbage() return buf end