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authorVanessa Dannenberg <vanessa.e.dannenberg@gmail.com>2018-08-16 13:26:40 -0400
committerVanessa Dannenberg <vanessa.e.dannenberg@gmail.com>2018-08-16 13:26:40 -0400
commit16373a6c19c04ee82757831c5bbefe416abf900b (patch)
treeb8cca1c5be50a49e251652b86f39b2977df0c4f5 /led_marquee
parent8d2b15f109d8f90288c8722466b4cb84b323d2c8 (diff)
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update led_marquee
Diffstat (limited to 'led_marquee')
-rw-r--r--led_marquee/README.md52
-rw-r--r--led_marquee/init.lua91
2 files changed, 107 insertions, 36 deletions
diff --git a/led_marquee/README.md b/led_marquee/README.md
index 7015cae..3cbf23c 100644
--- a/led_marquee/README.md
+++ b/led_marquee/README.md
@@ -1,29 +1,35 @@
-# LED marquee mod
-
-*by Vanessa Dannenberg*
-
This mod provides set of alphanumeric LED marquee panels, controlled by Mesecons' Digilines mod.
-Simply place a panel, right-click it, and set a channel.
+Simply place one or more panels, and set a channel on just the left-most or upper-left one.
-Then send a character, a string, or one of several control words to that channel from a Mesecons Lua Controller and the mod will try to display it. The panels use the standard 7-bit ASCII character set (with a few alterations).
+Then send a character, a string, or one of several control words or codes to that channel from a Mesecons Lua Controller and the mod will try to display it.
-A single character will be displayed on the connected panel. A numeric message (i.e. not a string) will display the first digit on the connected panel.
+A single character will be displayed on the connected panel. A numeric message (i.e. not a string) will display the first digit on the connected panel.
-Strings will be displayed using all panels in a lineup, so long as they all face the same way, starting from the panel the Lua Controller is connected to, going left to right. The other panels in the line do not need to be connected to anything - think of them as being connected together internally. Only the panel at the far left need be connected to the Lua Controller.
+Strings will be displayed using all panels in a lineup, so long as they all face the same way, starting from the panel the Lua Controller is connected to, going left to right. The other panels in the line do not need to be connected to anything - think of them as being connected together internally. Only the panel at the far left need be connected to the Lua Controller.
The string will spread down the line until either a panel is found that faces the wrong way, or has a channel that's not empty/nil and is set to something other than what the first is set to, or if a node is encountered that is not an alpha-numeric panel at all.
Panels to the left of the connected one are ignored (unless they, too, have their own connections).
-You can put multiple lines of panels end to end to form independent displays, so long as the panels that start each of the lines have unique channel names set.
+You can also stack up a wall of LED panels, of any horizontal and vertical amount. If you then set a channel on the upper left panel, leave the others un-set, and connect a LuaController to it via digilines, the whole wall of panels will be treated as a multi-line display.
+
+Long strings sent to that channel will be displayed starting at the upper-left and working from left to right, top to bottom, wrapping from line to line as appropriate (similar to printing to a shell terminal).
+
+As with a single line, printing continues from node to node until the program either finds a panel with a different non-empty channel than the first one, or if it finds a panel that's facing the wrong way.
+
+If the program finds something other than a panel, it wraps to the next line. If it finds something other than a panel twice in a row, that signals that text has wrapped off of the last row, and printing is cut off there.
+
+Lines of panels don't need to be all the same length, the program will wrap as needed, with the left margin always being aligned with the panel the LuaController is connected to.
-The string is padded with spaces and then trimmed to 64 characters.
+Strings are trimmed to 1 kB.
+
+Panels are not erased between prints.
Any unrecognized symbol or character, whether part of a string or singularly is ignored, except as noted below.
-This mod uses the full ISO-8859-1 character set (see https://en.wikipedia.org/wiki/ISO/IEC_8859-1 for details), plus a bunch of symbols stuffed into the empty 128-159 range that should be useful on a marquee:
-
+This mod uses the full ISO-8859-1 character set (see https://en.wikipedia.org/wiki/ISO/IEC_8859-1 for details), plus a bunch of symbols stuffed into the normally-empty 128-159 range that should be useful on this sort of display:
+
* 128,129: musical notes
* 130-140: box drawing glyphs
* 141-144: block shades
@@ -31,26 +37,34 @@ This mod uses the full ISO-8859-1 character set (see https://en.wikipedia.org/wi
* 153-156: explosion/splat
* 157-159: smileys
+If a string is prefixed with character code 255, it is treated as UTF-8 and passed through a simple translation function. Only characters with codes greater than 159 are altered; normal ASCII text, color codes, control codes, and the above symbols are passed through unchanged. Note that in this mode, a character code over 159 is treated as the first byte of a two-byte symbol.
+
The panels also respond to these control messages:
+the keywords "off", "colon" and "period" translate to a blank space, ":", and ".", respectively (they're leftover from the nixie tubes fork, but might be useful anyway)
-* the keywords "off", "colon" and "period" translate to a blank space, ":", and ".", respectively (they're leftover from the nixie tubes fork, but might be useful anyway)
* "del" is mapped to character #127, a square with an X in it.
* "allon" is mapped to character #144, the full/all-on block graphic.
* "cursor" or character code 31 will display a short, thick, flashing line at the bottom of the panel.
-* "off_multi" turns all panels in a lineup off
-* "allon_multi" turns on all LEDs of all panels in a lineup.
+* "off_multi" turns all panels in a lineup or wall off - essentially a "clear screen" command.
+* "allon_multi" turns on all LEDs of all panels in a lineup/wall (by filling them with char #144).
-A byte value of 0 to 27 will change colors (i.e. string.char(0 to 27) ). Color values 0 to 11 are:
+A byte value of 0 to 27 in a string will change colors (i.e. string.char(0 to 27) ).
+
+Color values 0 to 11 are:
Red (0), orange, yellow, lime, green, aqua, cyan, sky blue, blue, violet, magenta, or red-violet (11)
Colors 12 to 23 are the same as 0 to 11, but lower brightness.
-Colors 24 - 27 are white, light grey, medium grey, and dim grey.
+Colors 24 - 27 are white, light grey, medium grey, and dim grey (or think of them as full bright white, a bit less bright, medium brightness, and dim white).
+
+The last color that was used is stored in the left-most/upper-left "master" panel's metadata, and defaults to red. It should persist across reboots.
+
+A byte value of 28 in a string will act as a line feed (I would have used 10, but that's a color code :-P )
-The left-most/"master" panel will remember the last color used, and defaults to red.
+A byte value of 29 in a string signals a cursor position command. The next two byte values select a column and row, respectively. The next character after the row byte will be printed there, and the rest of the string then continues printing from that spot onward with normal line wrapping, colors and so forth. Note that any string that does NOT contain cursor positioning commands will automatically start printing at the upper-left.
-You can use "get" and "getstr" to read the one character from the connected panel. These messages will not read the other panels in the lineup.
+You can use "get" and "getstr" to read the one character from the connected panel. These messages will not read the other panels in the lineup.
All panels emit a small amount of light when displaying something.
diff --git a/led_marquee/init.lua b/led_marquee/init.lua
index ea075a9..f60dfbd 100644
--- a/led_marquee/init.lua
+++ b/led_marquee/init.lua
@@ -24,6 +24,35 @@ local on_digiline_receive_std = function(pos, node, channel, msg)
end
end
+-- convert Lua's idea of a UTF-8 char to ISO-8859-1
+
+-- first char is non-break space, 0xA0
+local iso_chars=" ¡¢£¤¥¦§¨©ª«¬­®¯°±²³´µ¶·¸¹º»¼½¾¿ÀÁÂÃÄÅÆÇÈÉÊËÌÍÎÏÐÑÒÓÔÕÖ×ØÙÚÛÜÝÞßàáâãäåæçèéêëìíîïðñòóôõö÷øùúûüýþÿ"
+
+local get_iso = function(c)
+ local hb = string.byte(c,1) or 0
+ local lb = string.byte(c,2) or 0
+ local dec = lb+hb*256
+ local char = dec - 49664
+ if dec > 49855 then char = dec - 49856 end
+ return char
+end
+
+local make_iso = function(s)
+ local i = 1
+ local s2 = ""
+ while i <= string.len(s) do
+ if string.byte(s,i) > 159 then
+ s2 = s2..string.char(get_iso(string.sub(s, i, i+1)))
+ i = i + 2
+ else
+ s2 = s2..string.sub(s, i, i)
+ i = i + 1
+ end
+ end
+ return s2
+end
+
-- the nodes:
local fdir_to_right = {
@@ -42,43 +71,71 @@ local cbox = {
wall_side = { -8/16, -8/16, -8/16, -7/16, 8/16, 8/16 }
}
-local padding = " "
-local allon = string.char(128)
-for i = 1, 64 do
- padding = padding.." "
- allon = allon..string.char(144)
-end
-
local display_string = function(pos, channel, string)
+ string = string.sub(string, 1, 1024)
if string == "off_multi" then
- string = ""
+ string = string.rep(" ", 1024)
elseif string == "allon_multi" then
- string = allon
+ string = string.rep(string.char(144), 1024)
+ elseif string.sub(string,1,1) == string.char(255) then -- treat it as incoming UTF-8
+ string = make_iso(string.sub(string, 2, 1024))
end
- local padded_string = string.sub(string..padding, 1, 64)
+
local master_fdir = minetest.get_node(pos).param2 % 8
local master_meta = minetest.get_meta(pos)
local last_color = master_meta:get_int("last_color")
- local pos2 = pos
-
+ local pos2 = table.copy(pos)
if not last_color or last_color < 0 or last_color > 27 then
last_color = 0
master_meta:set_int("last_color", 0)
end
- for i = 1, 64 do
+ local i = 1
+ local len = string.len(string)
+ local wrapped = nil
+ while i <= len do
local node = minetest.get_node(pos2)
local fdir = node.param2 % 8
local meta = minetest.get_meta(pos2)
- local setchan = meta:get_string("channel")
- if not string.match(node.name, "led_marquee:char_") or (setchan ~= nil and setchan ~= "" and setchan ~= channel) then break end
- local asc = string.byte(padded_string, i, i)
- if master_fdir == fdir and asc > 30 and asc < 256 then
+ local setchan = nil
+ if meta then setchan = meta:get_string("channel") end
+ local asc = string.byte(string, i, i)
+ if not string.match(node.name, "led_marquee:char_") then
+ if not wrapped then
+ pos2.x = pos.x
+ pos2.y = pos2.y-1
+ pos2.z = pos.z
+ wrapped = true
+ else
+ break
+ end
+ elseif string.match(node.name, "led_marquee:char_")
+ and fdir ~= master_fdir or (setchan ~= nil and setchan ~= "" and setchan ~= channel) then
+ break
+ elseif asc == 28 then
+ pos2.x = pos.x
+ pos2.y = pos2.y-1
+ pos2.z = pos.z
+ i = i + 1
+ wrapped = nil
+ elseif asc == 29 then
+ local c = string.byte(string, i+1, i+1) or 0
+ local r = string.byte(string, i+2, i+2) or 0
+ pos2.x = pos.x + (fdir_to_right[fdir+1][1])*c
+ pos2.y = pos.y - r
+ pos2.z = pos.z + (fdir_to_right[fdir+1][2])*c
+ i = i + 3
+ wrapped = nil
+ elseif asc > 30 and asc < 256 then
minetest.swap_node(pos2, { name = "led_marquee:char_"..asc, param2 = master_fdir + (last_color*8)})
pos2.x = pos2.x + fdir_to_right[fdir+1][1]
pos2.z = pos2.z + fdir_to_right[fdir+1][2]
+ i = i + 1
+ wrapped = nil
elseif asc < 28 then
last_color = asc
master_meta:set_int("last_color", asc)
+ i = i + 1
+ wrapped = nil
end
end
end