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documentation fixes
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README.md
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README.md
@ -46,11 +46,13 @@ The panels also respond to these control messages:
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* "clear" turns all panels in a lineup or wall off - essentially a "clear screen" command.
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* "allon" fills all panels in a lineup/wall with char(144), i.e. the reverse of "clear".
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* "start_scroll" starts the automatic scrolling function, repeatedly moving the last displayed message to the left one character space each time the scroll timer runs out (and automatically restarting it, natch). The scroll action will spread across the line, and down a multi-line wall (just set a new, different channel on the first row you want to exclude), and will continue until "stop_scroll" or any displayable message is received.
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* "stop_scroll" does just what it says - it stops the auto-scroll timer. As it advances through the message, the scroll code will search through the message for a printable character, on each scroll step, basically stripping-out color code, and using just the last one before the new start position. This is done in order to keep a constant visible speed (the text will still be colored properly though).
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As it advances through the message, the scroll code will search through the message for a printable character, on each scroll step, basically stripping-out color code, and using just the last one before the new start position. This is done in order to keep a constant visible speed (the text will still be colored properly though).
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* "stop_scroll" does just what it says - it stops the auto-scroll timer.
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* "scroll_speed" followed by a decimal number (in the string, not a byte value) sets the time between scroll steps. Minimum 0.5s, maximum 5s.
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* "scroll_step" will immediately advance the last-displayed message by one character. Omit the above automatic scrolling keywords, and use ONLY this keyword instead if you want to let your LuaController control the scrolling speed. Optionally, you can follow this with a number and the scroll code will skip forward that many bytes into the message, starting from the current position, before starting the above-mentioned color-vs-character search. Essentially, this value will roughly translate to the number of printable
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* "scroll_step" will immediately advance the last-displayed message by one character. Omit the above automatic scrolling keywords, and use ONLY this keyword instead if you want to let your LuaController control the scrolling speed. Optionally, you can follow this with a number and the scroll code will skip forward that many bytes into the message, starting from the current position, before starting the above-mentioned color-vs-character search. Essentially, this value will roughly translate to the number of printable characters to skip.
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* "get" will read the one character (as a numerical character value) currently displayed by the master panel (by reading its node name)
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* "getstr" will read the last-stored message for the entire lineup/wall (from the master panel's meta), respectively. Note that even if the message has been or is being scrolled, you'll get the original stored message.
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* "getstr" will read the last-stored message for the entire lineup/wall (from the master panel's meta). Note that even if the message has been or is being scrolled, you'll get the original stored message.
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* "getindex" will read the scroll index position in that message, which will always point at a printable character, per the above color-versus-character search.
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During a scroll event, the printed string is padded with spaces (one in auto mode, or as many as the skip value when manually stepping).
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@ -79,4 +81,4 @@ All panels emit a small amount of light when displaying something.
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The panels only mount on a wall.
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The "master"/connected panel stores the last-displayed message and some other details in its metadata, so you may occasionally need to dig and re-place the panel if things go wonky (this won't happen during normal use, but it may happen if you're making lots of changes to the panels' layout, channel names, etc)
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The "master"/connected panel stores the last-displayed message and some other details in its metadata, so you may occasionally need to dig and re-place the panel if things go wonky (this won't happen during normal use, but it may happen if you're making lots of changes to the panels' layout, channel names, etc).
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