snowe keymap/userspace and Ocean Dream animation (#12477)
* Add snowe keymap/userspace & Ocean Dream animation * Add snowe userspace with keymap wrappers and two animations * Add crkbd keymap * Add Ocean Dream animation, a cool full screen animation with: * * twinkling stars * * meteor showers * * ocean waves * * island with palm tree * * moon with phases * Disable Luna so travis build succeeds. * Add more copyrights * Add pragma once to keycode_aliases.h Co-authored-by: Drashna Jaelre <drashna@live.com> Co-authored-by: Drashna Jaelre <drashna@live.com>master
parent
6e1ed1c9d3
commit
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/*
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This is the c configuration file for the keymap
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Copyright 2012 Jun Wako <wakojun@gmail.com>
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Copyright 2015 Jack Humbert
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#pragma once
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//#define USE_MATRIX_I2C
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/* Select hand configuration */
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#define MASTER_LEFT
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// #define MASTER_RIGHT
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// #define EE_HANDS
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#define USE_SERIAL_PD2
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#define TAPPING_FORCE_HOLD
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#define TAPPING_TERM 200
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#define IGNORE_MOD_TAP_INTERRUPT
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#undef PERMISSIVE_HOLD
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#ifdef RGBLIGHT_ENABLE
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#undef RGBLED_NUM
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#define RGBLIGHT_ANIMATIONS
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#define RGBLED_NUM 27
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#define RGBLIGHT_LIMIT_VAL 120
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#define RGBLIGHT_HUE_STEP 10
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#define RGBLIGHT_SAT_STEP 17
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#define RGBLIGHT_VAL_STEP 17
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#endif
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#define OLED_FONT_H "keyboards/crkbd/lib/glcdfont.c"
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// fix for me putting alt under A and being a fast typist
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#define IGNORE_MOD_TAP_INTERRUPT
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//#define IGNORE_MOD_TAP_INTERRUPT_PER_KEY
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#define LAYER_STATE_8BIT
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/*
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* Copyright 2020 Drashna Jaelre <@drashna>
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* Copyright 2021 Tyler Thrailkill <@snowe/@snowe2010>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#pragma once
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#define GUI_ESC GUI_T(KC_ESC)
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#define CTL_ESC CTL_T(KC_ESC)
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#define SH_BKSP SFT_T(KC_BSPC)
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#define SP_RAIS LT(_UPPER, KC_SPC)
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#define LOWER MO(_LOWER)
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#define RAISE MO(_UPPER)
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#define ADJUST MO(_ADJUST)
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#define TG_MODS TG(_MODS)
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//#define TG_GAME TG(_GAMEPAD)
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//#define OS_LWR OSL(_LOWER)
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//#define OS_RSE OSL(_UPPER)
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//#define KC_SEC1 KC_SECRET_1
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//#define KC_SEC2 KC_SECRET_2
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//#define KC_SEC3 KC_SECRET_3
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//#define KC_SEC4 KC_SECRET_4
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//#define KC_SEC5 KC_SECRET_5
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#define QWERTY KC_QWERTY
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#define DVORAK KC_DVORAK
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#define COLEMAK KC_COLEMAK
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#define WORKMAN KC_WORKMAN
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#define KC_RESET RESET
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#define KC_RST KC_RESET
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#ifdef SWAP_HANDS_ENABLE
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# define KC_C1R3 SH_TT
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#else // SWAP_HANDS_ENABLE
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# define KC_C1R3 KC_BSPC
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#endif // SWAP_HANDS_ENABLE
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#define BK_LWER LT(_LOWER, KC_BSPC)
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#define SP_LWER LT(_LOWER, KC_SPC)
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#define DL_RAIS LT(_UPPER, KC_DEL)
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#define ET_RAIS LT(_UPPER, KC_ENTER)
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#define SFT_ENT SFT_T(KC_ENTER)
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#define SP_RAIS LT(_UPPER, KC_SPC)
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/* OSM keycodes, to keep things clean and easy to change */
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#define KC_MLSF OSM(MOD_LSFT)
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#define KC_MRSF OSM(MOD_RSFT)
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#define OS_LGUI OSM(MOD_LGUI)
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#define OS_RGUI OSM(MOD_RGUI)
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#define OS_LSFT OSM(MOD_LSFT)
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#define OS_RSFT OSM(MOD_RSFT)
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#define OS_LCTL OSM(MOD_LCTL)
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#define OS_RCTL OSM(MOD_RCTL)
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#define OS_LALT OSM(MOD_LALT)
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#define OS_RALT OSM(MOD_RALT)
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#define OS_MEH OSM(MOD_MEH)
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#define OS_HYPR OSM(MOD_HYPR)
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#define ALT_APP ALT_T(KC_APP)
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#define MG_NKRO MAGIC_TOGGLE_NKRO
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#define UC_IRNY UC(0x2E2E)
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#define UC_CLUE UC(0x203D)
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/*
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Copyright 2019 @foostan
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Copyright 2020 Drashna Jaelre <@drashna>
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Copyright 2021 Tyler Thrailkill <@snowe/@snowe2010>
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include QMK_KEYBOARD_H
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#include "snowe.h"
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// Symbols chart
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// ↯ hyper key (ctrl, alt, shift, super)
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// ⌘ command
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// ⌥ option
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// ⌃ control
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// ⇧ shift
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// ⌫ backspace
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// ⌦ delete
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// ⎋ escape
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// ↩ enter
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/* Wrapper
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* ,-----------------------------------------------. .-----------------------------------------------.
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* | Tab | K01 | K02 | K03 | K04 | K05 | | K06 | K07 | K08 | K09 | K0A | |
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* |-------+-------+-------+-------+-------+-------| |-------+-------+-------+-------+-------+-------|
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* | ⌘/⎋ | ⌃/K11 | K12 | K13 | K14 | K15 | | K16 | K17 | K18 | K19 | ⌥/K1A | |
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* |-------+-------+-------+-------+-------+-------| |-------+-------+-------+-------+-------+-------|
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* | ↯/⌦ | ⌥/K21 | K22 | K23 | K24 | K25 | | K26 | K27 | K28 | K29 | ⌃/K2A | |
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* `-----------------------. | | .-----------------------'
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* |-------+-------+-------| |-------+-------+-------|
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* | ⌃ | ⇧/↩ | ⌫/LWR | | ␣/RAY | ␣ | R ⌥ |
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* `-----------------------' '-----------------------'
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*/
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// clang-format off
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#define LAYOUT_crkbd_base( \
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K01, K02, K03, K04, K05, K06, K07, K08, K09, K0A, \
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K11, K12, K13, K14, K15, K16, K17, K18, K19, K1A, \
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K21, K22, K23, K24, K25, K26, K27, K28, K29, K2A \
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) \
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LAYOUT_wrapper( \
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KC_TAB, K01, K02, K03, K04, K05, K06, K07, K08, K09, K0A, KC_MINS, \
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GUI_ESC, CTL_T(K11), K12, K13, K14, K15, K16, K17, K18, K19, ALT_T(K1A), KC_QUOT, \
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HYPR_T(KC_DEL), ALT_T(K21), K22, K23, K24, K25, K26, K27, K28, K29, RCTL_T(K2A), KC_BSLS, \
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KC_LCTL, LOWER, SH_BKSP, KC_ENTER, SP_RAIS, KC_LALT \
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)
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// clang-format on
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#define LAYOUT_crkbd_base_wrapper(...) LAYOUT_crkbd_base(__VA_ARGS__)
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const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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// clang-format off
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/* QWERTY
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* ,-----------------------------------------------. .-----------------------------------------------.
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* | | Q | W | E | R | T | | Y | U | I | O | P | |
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* |-------+-------+-------+-------+-------+-------| |-------+-------+-------+-------+-------+-------|
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* | | A | S | D | F | G | | H | J | K | L | ; | ' |
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* |-------+-------+-------+-------+-------+-------| |-------+-------+-------+-------+-------+-------|
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* | | Z | X | C | V | B | | N | M | , | . | / | |
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* `-----------------------. | | .-----------------------'
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* |-------+-------+-------| |-------+-------+-------|
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* | | | | | | | |
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* `-----------------------' '-----------------------'
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*/
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[_MAIN] = LAYOUT_crkbd_base_wrapper(
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_________________QWERTY_L1_________________, _________________QWERTY_R1_________________,
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_________________QWERTY_L2_________________, _________________QWERTY_R2_________________,
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_________________QWERTY_L3_________________, _________________QWERTY_R3_________________
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),
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/* Lower
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* ,-----------------------------------------------. .-----------------------------------------------.
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* | ~ | ! | @ | # | $ | % | | ^ | & | * | ( | ) | |
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* |-------+-------+-------+-------+-------+-------| |-------+-------+-------+-------+-------+-------|
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* | | | | | | | | | _ | + | [ | ] | |
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* |-------+-------+-------+-------+-------+-------| |-------+-------+-------+-------+-------+-------|
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* | | | | | | | | | ← | ↑ | ↓ | → | |
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* `-----------------------. | | .-----------------------'
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* |-------+-------+-------| |-------+-------+-------|
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* | | | | | | | |
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* `-----------------------' '-----------------------'
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*/
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[_LOWER] = LAYOUT_wrapper(
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KC_TILDE, _________________LOWER_L1__________________, _________________LOWER_R1__________________, KC_F11,
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KC_F12 , _________________LOWER_L2__________________, _________________LOWER_R2__________________, KC_PIPE,
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_______ , _________________LOWER_L3__________________, _________________LOWER_R3__________________, _______,
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_______, _______, _______, _______, _______, _______
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),
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/*
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* ,-----------------------------------------------. .-----------------------------------------------.
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* | | | | | | | | | | | | | |
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* |-------+-------+-------+-------+-------+-------| |-------+-------+-------+-------+-------+-------|
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* | | | | | | | | | | | | | |
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* |-------+-------+-------+-------+-------+-------| |-------+-------+-------+-------+-------+-------|
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* | | | | | | | | | | | | | |
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* `-----------------------. | | .-----------------------'
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* |-------+-------+-------| |-------+-------+-------|
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* | | | | | | | |
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* `-----------------------' '-----------------------'
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*/
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/* Raise
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* ,-----------------------------------------------. .-----------------------------------------------.
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* | ` | 1 | 2 | 3 | 4 | 5 | | 6 | 7 | 8 | 9 | 0 | |
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* |-------+-------+-------+-------+-------+-------| |-------+-------+-------+-------+-------+-------|
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* | | | | | | | | | ← | ↑ | ↓ | → | |
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* |-------+-------+-------+-------+-------+-------| |-------+-------+-------+-------+-------+-------|
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* | | | | | | | | | home |pg down| pg up | end | |
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* `-----------------------. | | .-----------------------'
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* |-------+-------+-------| |-------+-------+-------|
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* | | | | | | | |
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* `-----------------------' '-----------------------'
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*/
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[_UPPER] = LAYOUT_wrapper( \
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KC_GRV, _________________RAISE_L1__________________, _________________RAISE_R1__________________, _______,
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_______, _________________RAISE_L2__________________, _________________RAISE_R2__________________, KC_BSLS,
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_______, _________________RAISE_L3__________________, _________________RAISE_R3__________________, _______,
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_______, _______, _______, _______, _______, _______
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),
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[_ADJUST] = LAYOUT_wrapper( \
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_______, _________________ADJUST_L1_________________, _________________ADJUST_R1_________________, KC_RESET,
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_______, _________________ADJUST_L2_________________, _________________ADJUST_R2_________________, EEP_RST,
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_______, _________________ADJUST_L3_________________, _________________ADJUST_R3_________________, KC_MPLY,
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_______, _______, _______, _______, _______, _______
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)
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// clang-format on
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};
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layer_state_t layer_state_set_user(layer_state_t state) { return update_tri_layer_state(state, _LOWER, _UPPER, _ADJUST); }
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bool process_record_user(uint16_t keycode, keyrecord_t *record) {
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switch (keycode) {
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case KC_LCTL:
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case KC_RCTL:
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#ifdef OCEAN_DREAM_ENABLE
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is_calm = (record->event.pressed) ? true : false;
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#endif
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#ifdef LUNA_ENABLE
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if (record->event.pressed) {
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isSneaking = true;
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} else {
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isSneaking = false;
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}
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#endif
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break;
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case KC_SPC:
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#ifdef LUNA_ENABLE
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if (record->event.pressed) {
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isJumping = true;
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showedJump = false;
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} else {
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isJumping = false;
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}
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#endif
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break;
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}
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return true;
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}
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// uint16_t get_tapping_term(uint16_t keycode, keyrecord_t *record) {
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// switch (keycode) {
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// case ALT_T(KC_A):
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// case SH_BKSP:
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// return TAPPING_TERM + 500;
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// default:
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// return TAPPING_TERM;
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// }
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//}
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//
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// bool get_ignore_mod_tap_interrupt(uint16_t keycode, keyrecord_t *record) {
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// switch (keycode) {
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// case ALT_T(KC_A):
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// case SH_BKSP:
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// return true;
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// default:
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// return false;
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// }
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//}
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@ -0,0 +1,25 @@
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BOOTMAGIC_ENABLE = no # Virtual DIP switch configuration(+1000)
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MOUSEKEY_ENABLE = no # Mouse keys(+4700)
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EXTRAKEY_ENABLE = yes # Audio control and System control(+450)
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CONSOLE_ENABLE = no # Console for debug(+400)
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COMMAND_ENABLE = no # Commands for debug and configuration
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NKRO_ENABLE = no # Nkey Rollover - if this doesn't work, see here: https://github.com/tmk/tmk_keyboard/wiki/FAQ#nkro-doesnt-work
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AUDIO_ENABLE = no # Audio output on port C6
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BACKLIGHT_ENABLE = no # Enable keyboard backlight functionality
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RGBLIGHT_ENABLE = no # Enable WS2812 RGB underlight.
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LEADER_ENABLE = no
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MIDI_ENABLE = no # MIDI controls
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UNICODE_ENABLE = no # Unicode
|
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BLUETOOTH_ENABLE = no # Enable Bluetooth with the Adafruit EZ-Key HID
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SWAP_HANDS_ENABLE = no # Enable one-hand typing
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RGBLIGHT_TWINKLE = no
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OLED_DRIVER_ENABLE = yes
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RGB_MATRIX_ENABLE = yes
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OCEAN_DREAM_ENABLE = yes
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LUNA_ENABLE = no # disabled so travis build succeeds
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|
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# if firmware size over limit, try this option
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CFLAGS += -flto
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WPM_ENABLE = yes
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@ -0,0 +1,229 @@
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/*
|
||||
* Copyright 2021 QMK Community
|
||||
* Copyright 2021 Tyler Thrailkill (@snowe/@snowe2010) <tyler.b.thrailkill@gmail.com>
|
||||
*
|
||||
* This program is free software: you can redistribute it and/or modify
|
||||
* it under the terms of the GNU General Public License as published by
|
||||
* the Free Software Foundation, either version 2 of the License, or
|
||||
* (at your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* GNU General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
#include "quantum.h"
|
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#include "luna.h"
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|
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// KEYBOARD PET START
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// settings
|
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#define MIN_WALK_SPEED 10
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#define MIN_RUN_SPEED 40
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|
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// advanced settings
|
||||
#define ANIM_FRAME_DURATION 200 // how long each frame lasts in ms
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#define ANIM_SIZE 96 // number of bytes in array. If you change sprites, minimize for adequate firmware size. max is 1024
|
||||
|
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bool isSneaking = false;
|
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bool isJumping = false;
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bool showedJump = true;
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|
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// status variables
|
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int current_wpm = 0;
|
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led_t led_usb_state = {
|
||||
.num_lock = false,
|
||||
.caps_lock = false,
|
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.scroll_lock = false
|
||||
};
|
||||
|
||||
// current frame
|
||||
uint8_t current_frame = 0;
|
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|
||||
// timers
|
||||
uint32_t anim_timer = 0;
|
||||
uint32_t anim_sleep = 0;
|
||||
|
||||
// logic
|
||||
void render_luna(int LUNA_X, int LUNA_Y) {
|
||||
|
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// Sit
|
||||
static const char PROGMEM sit[2][ANIM_SIZE] = {
|
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// 'sit1', 32x22px
|
||||
{
|
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xe0, 0x1c,
|
||||
0x02, 0x05, 0x02, 0x24, 0x04, 0x04, 0x02, 0xa9, 0x1e, 0xe0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xe0, 0x10, 0x08, 0x68, 0x10, 0x08, 0x04, 0x03, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x06, 0x82, 0x7c, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x02, 0x04, 0x0c, 0x10, 0x10, 0x20, 0x20, 0x20, 0x28,
|
||||
0x3e, 0x1c, 0x20, 0x20, 0x3e, 0x0f, 0x11, 0x1f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
},
|
||||
|
||||
// 'sit2', 32x22px
|
||||
{
|
||||
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xe0, 0x1c,
|
||||
0x02, 0x05, 0x02, 0x24, 0x04, 0x04, 0x02, 0xa9, 0x1e, 0xe0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x00, 0xe0, 0x90, 0x08, 0x18, 0x60, 0x10, 0x08, 0x04, 0x03, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x0e, 0x82, 0x7c, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x02, 0x04, 0x0c, 0x10, 0x10, 0x20, 0x20, 0x20, 0x28,
|
||||
0x3e, 0x1c, 0x20, 0x20, 0x3e, 0x0f, 0x11, 0x1f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00
|
||||
}
|
||||
};
|
||||
|
||||
// Walk
|
||||
static const char PROGMEM walk[2][ANIM_SIZE] = {
|
||||
// 'walk1', 32x22px
|
||||
{
|
||||
0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x40, 0x20, 0x10, 0x90, 0x90, 0x90, 0xa0, 0xc0, 0x80, 0x80,
|
||||
0x80, 0x70, 0x08, 0x14, 0x08, 0x90, 0x10, 0x10, 0x08, 0xa4, 0x78, 0x80, 0x00, 0x00, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x00, 0x07, 0x08, 0xfc, 0x01, 0x00, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00,
|
||||
0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x08, 0x18, 0xea, 0x10, 0x0f, 0x00, 0x00, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x1c, 0x20, 0x20, 0x3c, 0x0f, 0x11, 0x1f, 0x03,
|
||||
0x06, 0x18, 0x20, 0x20, 0x3c, 0x0c, 0x12, 0x1e, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
},
|
||||
|
||||
// 'walk2', 32x22px
|
||||
{
|
||||
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x40, 0x20, 0x20, 0x20, 0x40, 0x80, 0x00, 0x00, 0x00,
|
||||
0x00, 0xe0, 0x10, 0x28, 0x10, 0x20, 0x20, 0x20, 0x10, 0x48, 0xf0, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x00, 0x1f, 0x20, 0xf8, 0x02, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01,
|
||||
0x03, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x10, 0x30, 0xd5, 0x20, 0x1f, 0x00, 0x00, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x3f, 0x20, 0x30, 0x0c, 0x02, 0x05, 0x09, 0x12, 0x1e,
|
||||
0x02, 0x1c, 0x14, 0x08, 0x10, 0x20, 0x2c, 0x32, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
}
|
||||
};
|
||||
|
||||
// Run
|
||||
static const char PROGMEM run[2][ANIM_SIZE] = {
|
||||
// 'run1', 32x22px
|
||||
{
|
||||
0x00, 0x00, 0x00, 0x00, 0xe0, 0x10, 0x08, 0x08, 0xc8, 0xb0, 0x80, 0x80, 0x80, 0x80, 0x80, 0x80,
|
||||
0x80, 0x40, 0x40, 0x3c, 0x14, 0x04, 0x08, 0x90, 0x18, 0x04, 0x08, 0xb0, 0x40, 0x80, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x01, 0x02, 0xc4, 0xa4, 0xfc, 0x00, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0xc8, 0x58, 0x28, 0x2a, 0x10, 0x0f, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x00, 0x0e, 0x09, 0x04, 0x04, 0x04, 0x04, 0x02, 0x03, 0x02, 0x01, 0x01,
|
||||
0x02, 0x02, 0x04, 0x08, 0x10, 0x26, 0x2b, 0x32, 0x04, 0x05, 0x06, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
},
|
||||
|
||||
// 'run2', 32x22px
|
||||
{
|
||||
0x00, 0x00, 0x00, 0xe0, 0x10, 0x10, 0xf0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80,
|
||||
0x80, 0x80, 0x78, 0x28, 0x08, 0x10, 0x20, 0x30, 0x08, 0x10, 0x20, 0x40, 0x80, 0x00, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x03, 0x04, 0x08, 0x10, 0x11, 0xf9, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x10, 0xb0, 0x50, 0x55, 0x20, 0x1f, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x02, 0x0c, 0x10, 0x20, 0x28, 0x37,
|
||||
0x02, 0x1e, 0x20, 0x20, 0x18, 0x0c, 0x14, 0x1e, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
}
|
||||
};
|
||||
|
||||
// Bark
|
||||
static const char PROGMEM bark[2][ANIM_SIZE] = {
|
||||
// 'bark1', 32x22px
|
||||
{
|
||||
0x00, 0xc0, 0x20, 0x10, 0xd0, 0x30, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x80, 0x40,
|
||||
0x3c, 0x14, 0x04, 0x08, 0x90, 0x18, 0x04, 0x08, 0xb0, 0x40, 0x80, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x00, 0x03, 0x04, 0x08, 0x10, 0x11, 0xf9, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x00, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x80, 0xc8, 0x48, 0x28, 0x2a, 0x10, 0x0f, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x02, 0x0c, 0x10, 0x20, 0x28, 0x37, 0x02, 0x02,
|
||||
0x04, 0x08, 0x10, 0x26, 0x2b, 0x32, 0x04, 0x05, 0x06, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
},
|
||||
|
||||
// 'bark2', 32x22px
|
||||
{
|
||||
0x00, 0xe0, 0x10, 0x10, 0xf0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x80, 0x40,
|
||||
0x40, 0x2c, 0x14, 0x04, 0x08, 0x90, 0x18, 0x04, 0x08, 0xb0, 0x40, 0x80, 0x00, 0x00, 0x00, 0x00,
|
||||
0x00, 0x03, 0x04, 0x08, 0x10, 0x11, 0xf9, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x00, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0xc0, 0x48, 0x28, 0x2a, 0x10, 0x0f, 0x20, 0x4a, 0x09, 0x10,
|
||||
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x02, 0x0c, 0x10, 0x20, 0x28, 0x37, 0x02, 0x02,
|
||||
0x04, 0x08, 0x10, 0x26, 0x2b, 0x32, 0x04, 0x05, 0x06, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
}
|
||||
};
|
||||
|
||||
// Sneak
|
||||
static const char PROGMEM sneak[2][ANIM_SIZE] = {
|
||||
// 'sneak1', 32x22px
|
||||
{
|
||||
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x40, 0x40, 0x40, 0x40, 0x80, 0x00, 0x00, 0x00, 0x00,
|
||||
0x00, 0x00, 0xc0, 0x40, 0x40, 0x80, 0x00, 0x80, 0x40, 0x80, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x1e, 0x21, 0xf0, 0x04, 0x02, 0x02, 0x02, 0x02, 0x03, 0x02, 0x02, 0x04,
|
||||
0x04, 0x04, 0x03, 0x01, 0x00, 0x00, 0x09, 0x01, 0x80, 0x80, 0xab, 0x04, 0xf8, 0x00, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x1c, 0x20, 0x20, 0x3c, 0x0f, 0x11, 0x1f, 0x02, 0x06,
|
||||
0x18, 0x20, 0x20, 0x38, 0x08, 0x10, 0x18, 0x04, 0x04, 0x02, 0x02, 0x01, 0x00, 0x00, 0x00, 0x00,
|
||||
},
|
||||
|
||||
// 'sneak2', 32x22px
|
||||
{
|
||||
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x40, 0x40, 0x40, 0x80, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x00, 0x00, 0xe0, 0xa0, 0x20, 0x40, 0x80, 0xc0, 0x20, 0x40, 0x80, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x3e, 0x41, 0xf0, 0x04, 0x02, 0x02, 0x02, 0x03, 0x02, 0x02, 0x02, 0x04,
|
||||
0x04, 0x02, 0x01, 0x00, 0x00, 0x00, 0x04, 0x00, 0x40, 0x40, 0x55, 0x82, 0x7c, 0x00, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x3f, 0x20, 0x30, 0x0c, 0x02, 0x05, 0x09, 0x12, 0x1e, 0x04,
|
||||
0x18, 0x10, 0x08, 0x10, 0x20, 0x28, 0x34, 0x06, 0x02, 0x01, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
}
|
||||
};
|
||||
|
||||
// animation
|
||||
void animation_phase(void) {
|
||||
|
||||
// jump
|
||||
if (isJumping || !showedJump) {
|
||||
|
||||
// clear
|
||||
oled_set_cursor(LUNA_X,LUNA_Y +2);
|
||||
oled_write(" ", false);
|
||||
|
||||
oled_set_cursor(LUNA_X,LUNA_Y -1);
|
||||
|
||||
showedJump = true;
|
||||
} else {
|
||||
|
||||
// clear
|
||||
oled_set_cursor(LUNA_X,LUNA_Y -1);
|
||||
oled_write(" ", false);
|
||||
|
||||
oled_set_cursor(LUNA_X,LUNA_Y);
|
||||
}
|
||||
|
||||
// switch frame
|
||||
current_frame = (current_frame + 1) % 2;
|
||||
|
||||
// current status
|
||||
if(led_usb_state.caps_lock) {
|
||||
oled_write_raw_P(bark[abs(1 - current_frame)], ANIM_SIZE);
|
||||
|
||||
} else if(isSneaking) {
|
||||
oled_write_raw_P(sneak[abs(1 - current_frame)], ANIM_SIZE);
|
||||
|
||||
} else if(current_wpm <= MIN_WALK_SPEED) {
|
||||
oled_write_raw_P(sit[abs(1 - current_frame)], ANIM_SIZE);
|
||||
|
||||
} else if(current_wpm <= MIN_RUN_SPEED) {
|
||||
oled_write_raw_P(walk[abs(1 - current_frame)], ANIM_SIZE);
|
||||
|
||||
} else {
|
||||
oled_write_raw_P(run[abs(1 - current_frame)], ANIM_SIZE);
|
||||
}
|
||||
}
|
||||
|
||||
// animation timer
|
||||
if(timer_elapsed32(anim_timer) > ANIM_FRAME_DURATION) {
|
||||
anim_timer = timer_read32();
|
||||
current_wpm = get_current_wpm();
|
||||
animation_phase();
|
||||
}
|
||||
|
||||
// this fixes the screen on and off bug
|
||||
if (current_wpm > 0) {
|
||||
oled_on();
|
||||
anim_sleep = timer_read32();
|
||||
} else if(timer_elapsed32(anim_sleep) > OLED_TIMEOUT) {
|
||||
oled_off();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// KEYBOARD PET END
|
|
@ -0,0 +1,31 @@
|
|||
/*
|
||||
* Copyright 2021 QMK Community
|
||||
* Copyright 2021 Tyler Thrailkill (@snowe/@snowe2010) <tyler.b.thrailkill@gmail.com>
|
||||
*
|
||||
* This program is free software: you can redistribute it and/or modify
|
||||
* it under the terms of the GNU General Public License as published by
|
||||
* the Free Software Foundation, either version 2 of the License, or
|
||||
* (at your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* GNU General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
extern bool isSneaking;
|
||||
extern bool isJumping;
|
||||
extern bool showedJump;
|
||||
|
||||
// status variables
|
||||
extern led_t led_usb_state;
|
||||
//extern int current_wpm;
|
||||
|
||||
|
||||
void render_luna(int LUNA_X, int LUNA_Y);
|
||||
|
|
@ -0,0 +1,555 @@
|
|||
/*
|
||||
* Copyright 2021 Tyler Thrailkill (@snowe/@snowe2010) <tyler.b.thrailkill@gmail.com>
|
||||
*
|
||||
* This program is free software: you can redistribute it and/or modify
|
||||
* it under the terms of the GNU General Public License as published by
|
||||
* the Free Software Foundation, either version 2 of the License, or
|
||||
* (at your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* GNU General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
#include "ocean_dream.h"
|
||||
#include "quantum.h"
|
||||
#include "print.h"
|
||||
|
||||
// Calculated Parameters
|
||||
#define TWINKLE_PROBABILITY_MODULATOR 100 / TWINKLE_PROBABILITY // CALCULATED: Don't Touch
|
||||
#define TOTAL_STARS STARS_PER_LINE *NUMBER_OF_STAR_LINES // CALCULATED: Don't Touch
|
||||
#define OCEAN_ANIMATION_MODULATOR NUMBER_OF_FRAMES / OCEAN_ANIMATION_SPEED // CALCULATED: Don't Touch
|
||||
#define SHOOTING_STAR_ANIMATION_MODULATOR NUMBER_OF_FRAMES / SHOOTING_STAR_ANIMATION_SPEED // CALCULATED: Don't Touch
|
||||
#define STAR_ANIMATION_MODULATOR NUMBER_OF_FRAMES / STAR_ANIMATION_SPEED // CALCULATED: Don't Touch
|
||||
|
||||
uint8_t animation_counter = 0; // global animation counter.
|
||||
bool is_calm = false;
|
||||
uint32_t starry_night_anim_timer = 0;
|
||||
uint32_t starry_night_anim_sleep = 0;
|
||||
static int current_wpm = 0;
|
||||
|
||||
static uint8_t increment_counter(uint8_t counter, uint8_t max) {
|
||||
counter++;
|
||||
if (counter >= max) {
|
||||
return 0;
|
||||
} else {
|
||||
return counter;
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef ENABLE_WAVE
|
||||
static uint8_t decrement_counter(uint8_t counter, uint8_t max) {
|
||||
counter--;
|
||||
if (counter < 0 || counter > max) {
|
||||
return max;
|
||||
} else {
|
||||
return counter;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef ENABLE_MOON // region
|
||||
# ifndef STATIC_MOON
|
||||
uint8_t moon_animation_frame = 0; // keeps track of current moon frame
|
||||
uint16_t moon_animation_counter = 0; // counts how many frames to wait before animating moon to next frame
|
||||
# endif
|
||||
|
||||
# ifdef STATIC_MOON
|
||||
static const char PROGMEM moon[6] = {
|
||||
0x18, 0x7E, 0xFF, 0xC3, 0x81, 0x81,
|
||||
};
|
||||
# endif
|
||||
|
||||
# ifndef STATIC_MOON
|
||||
static const char PROGMEM moon_animation[14][8] = {
|
||||
// clang-format off
|
||||
{ 0x3C, 0x7E, 0xFF, 0xFF, 0xFF, 0xFF, 0x7E, 0x3C, },
|
||||
{ 0x3C, 0x7E, 0xFF, 0xFF, 0xFF, 0xFF, 0x42, 0x00, },
|
||||
{ 0x3C, 0x7E, 0xFF, 0xFF, 0xFF, 0xC3, 0x00, 0x00, },
|
||||
{ 0x3C, 0x7E, 0xFF, 0xFF, 0xC3, 0x81, 0x00, 0x00, },
|
||||
{ 0x3C, 0x7E, 0xFF, 0xC3, 0x81, 0x00, 0x00, 0x00, },
|
||||
{ 0x3C, 0x7E, 0xC3, 0x81, 0x81, 0x00, 0x00, 0x00, },
|
||||
{ 0x3C, 0x42, 0x81, 0x81, 0x00, 0x00, 0x00, 0x00, },
|
||||
{ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, },
|
||||
{ 0x00, 0x00, 0x00, 0x00, 0x81, 0x81, 0x42, 0x3C, },
|
||||
{ 0x00, 0x00, 0x00, 0x81, 0x81, 0xC3, 0x7E, 0x3C, },
|
||||
{ 0x00, 0x00, 0x00, 0x81, 0xC3, 0xFF, 0x7E, 0x3C, },
|
||||
{ 0x00, 0x00, 0x81, 0xC3, 0xFF, 0xFF, 0x7E, 0x3C, },
|
||||
{ 0x00, 0x00, 0xC3, 0xFF, 0xFF, 0xFF, 0x7E, 0x3C, },
|
||||
{ 0x00, 0x42, 0xFF, 0xFF, 0xFF, 0xFF, 0x7E, 0x3C, },
|
||||
// clang-format on
|
||||
};
|
||||
# endif
|
||||
|
||||
static void draw_moon(void) {
|
||||
# ifdef STATIC_MOON
|
||||
oled_set_cursor(MOON_COLUMN, MOON_LINE);
|
||||
oled_write_raw_P(moon, 6);
|
||||
# endif
|
||||
# ifndef STATIC_MOON
|
||||
moon_animation_counter = increment_counter(moon_animation_counter, ANIMATE_MOON_EVERY_N_FRAMES);
|
||||
if (moon_animation_counter == 0) {
|
||||
moon_animation_frame = increment_counter(moon_animation_frame, 14);
|
||||
oled_set_cursor(MOON_COLUMN, MOON_LINE);
|
||||
oled_write_raw_P(moon_animation[moon_animation_frame], 8);
|
||||
}
|
||||
# endif
|
||||
}
|
||||
#endif // endregion
|
||||
|
||||
#ifdef ENABLE_WAVE // region
|
||||
uint8_t starry_night_wave_frame_width_counter = 31;
|
||||
uint8_t rough_waves_frame_counter = 0;
|
||||
|
||||
// clang-format off
|
||||
static const char PROGMEM ocean_top[8][32] = {
|
||||
// still ocean
|
||||
{
|
||||
0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40,
|
||||
0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40,
|
||||
0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40,
|
||||
0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40,
|
||||
},
|
||||
// small ripples
|
||||
{
|
||||
0x20, 0x60, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40,
|
||||
0x20, 0x60, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40,
|
||||
0x20, 0x60, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40,
|
||||
0x20, 0x60, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40,
|
||||
},
|
||||
// level 2 ripples
|
||||
{
|
||||
0x20, 0x60, 0x40, 0x40, 0x20, 0x60, 0x40, 0x40,
|
||||
0x20, 0x60, 0x40, 0x40, 0x20, 0x60, 0x40, 0x40,
|
||||
0x20, 0x60, 0x40, 0x40, 0x20, 0x60, 0x40, 0x40,
|
||||
0x20, 0x60, 0x40, 0x40, 0x20, 0x60, 0x40, 0x40,
|
||||
},
|
||||
// level 3 waves
|
||||
{
|
||||
0x40, 0x20, 0x10, 0x20, 0x40, 0x40, 0x40, 0x40,
|
||||
0x40, 0x20, 0x10, 0x20, 0x40, 0x40, 0x40, 0x40,
|
||||
0x40, 0x20, 0x10, 0x20, 0x40, 0x40, 0x40, 0x40,
|
||||
0x40, 0x20, 0x10, 0x20, 0x40, 0x40, 0x40, 0x40,
|
||||
},
|
||||
{
|
||||
0x40, 0x40, 0x20, 0x10, 0x28, 0x50, 0x40, 0x40,
|
||||
0x40, 0x40, 0x20, 0x10, 0x28, 0x50, 0x40, 0x40,
|
||||
0x40, 0x40, 0x20, 0x10, 0x28, 0x50, 0x40, 0x40,
|
||||
0x40, 0x40, 0x20, 0x10, 0x28, 0x50, 0x40, 0x40,
|
||||
},
|
||||
{
|
||||
0x40, 0x40, 0x40, 0x20, 0x10, 0x30, 0x70, 0x60,
|
||||
0x40, 0x40, 0x40, 0x20, 0x10, 0x30, 0x70, 0x60,
|
||||
0x40, 0x40, 0x40, 0x20, 0x10, 0x30, 0x70, 0x60,
|
||||
0x40, 0x40, 0x40, 0x20, 0x10, 0x30, 0x70, 0x60,
|
||||
},
|
||||
};
|
||||
static const char PROGMEM ocean_bottom[8][32] = {
|
||||
// still ocean
|
||||
{
|
||||
0x00, 0x40, 0x40, 0x41, 0x01, 0x01, 0x01, 0x21,
|
||||
0x20, 0x00, 0x00, 0x04, 0x04, 0x04, 0x04, 0x44,
|
||||
0x44, 0x40, 0x40, 0x00, 0x00, 0x08, 0x08, 0x00,
|
||||
0x01, 0x01, 0x01, 0x00, 0x40, 0x40, 0x00, 0x00,
|
||||
},
|
||||
// small ripples
|
||||
{
|
||||
0x00, 0x00, 0x40, 0x40, 0x01, 0x01, 0x01, 0x20,
|
||||
0x20, 0x00, 0x00, 0x00, 0x04, 0x04, 0x04, 0x04,
|
||||
0x40, 0x40, 0x00, 0x00, 0x00, 0x00, 0x08, 0x00,
|
||||
0x00, 0x01, 0x01, 0x00, 0x00, 0x40, 0x00, 0x00,
|
||||
},
|
||||
// level 2 ripples
|
||||
{
|
||||
0x00, 0x00, 0x40, 0x40, 0x01, 0x01, 0x01, 0x20,
|
||||
0x20, 0x00, 0x00, 0x00, 0x04, 0x04, 0x04, 0x04,
|
||||
0x40, 0x40, 0x00, 0x00, 0x00, 0x00, 0x08, 0x00,
|
||||
0x00, 0x01, 0x01, 0x00, 0x00, 0x40, 0x00, 0x00,
|
||||
},
|
||||
// level 3 waves
|
||||
{
|
||||
0x00, 0x40, 0x40, 0x42, 0x42, 0x03, 0x11, 0x11,
|
||||
0x20, 0x20, 0x00, 0x00, 0x08, 0x0C, 0x0C, 0x04,
|
||||
0x05, 0x41, 0x41, 0x21, 0x20, 0x00, 0x00, 0x08,
|
||||
0x0A, 0x0A, 0x0B, 0x41, 0x41, 0x41, 0x41, 0x00,
|
||||
},
|
||||
{
|
||||
0x10, 0x10, 0x00, 0x80, 0x84, 0xC4, 0x02, 0x06,
|
||||
0x84, 0x44, 0xC0, 0x80, 0x80, 0x20, 0x20, 0x10,
|
||||
0x08, 0x12, 0x91, 0x81, 0x42, 0x40, 0x00, 0x00,
|
||||
0x10, 0x12, 0x22, 0x22, 0x24, 0x04, 0x84, 0x80,
|
||||
},
|
||||
{
|
||||
0x08, 0x80, 0x80, 0x82, 0x82, 0x03, 0x21, 0x21,
|
||||
0x10, 0x10, 0x00, 0x00, 0x04, 0x04, 0x0C, 0x08,
|
||||
0x09, 0x41, 0x42, 0x22, 0x20, 0x00, 0x00, 0x08,
|
||||
0x0A, 0x0A, 0x0B, 0x41, 0x43, 0x42, 0x42, 0x00,
|
||||
},
|
||||
};
|
||||
// clang-format on
|
||||
|
||||
static void animate_waves(void) {
|
||||
starry_night_wave_frame_width_counter = decrement_counter(starry_night_wave_frame_width_counter, WIDTH - 1); // only 3 frames for last wave type
|
||||
rough_waves_frame_counter = increment_counter(rough_waves_frame_counter, 3); // only 3 frames for last wave type
|
||||
|
||||
void draw_ocean(uint8_t frame, uint16_t offset, uint8_t byte_index) {
|
||||
oled_write_raw_byte(pgm_read_byte(ocean_top[frame] + byte_index), offset);
|
||||
oled_write_raw_byte(pgm_read_byte(ocean_bottom[frame] + byte_index), offset + WIDTH);
|
||||
}
|
||||
|
||||
for (int i = 0; i < WIDTH; ++i) {
|
||||
uint16_t offset = OCEAN_LINE * WIDTH + i;
|
||||
uint8_t byte_index = starry_night_wave_frame_width_counter + i;
|
||||
if (byte_index >= WIDTH) {
|
||||
byte_index = byte_index - WIDTH;
|
||||
}
|
||||
if (is_calm || current_wpm <= WAVE_CALM) {
|
||||
draw_ocean(0, offset, byte_index);
|
||||
} else if (current_wpm <= WAVE_HEAVY_STORM) {
|
||||
draw_ocean(1, offset, byte_index);
|
||||
} else if (current_wpm <= WAVE_HURRICANE) {
|
||||
draw_ocean(2, offset, byte_index);
|
||||
} else {
|
||||
draw_ocean(3 + rough_waves_frame_counter, offset, byte_index);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif // endregion
|
||||
|
||||
#ifdef ENABLE_ISLAND // region
|
||||
uint8_t island_frame_1 = 0;
|
||||
|
||||
// clang-format off
|
||||
// only use 46 bytes (first 18 are blank, so we don't write them, makes it smaller and we can see the shooting stars properly!)
|
||||
|
||||
// To save space and allow the shooting stars to be seen, only draw the tree on every frame.
|
||||
// Tree is only 14bytes wide so we save 108 bytes on just the first row. Second row, the
|
||||
// first 18 bytes is always the same piece of land, so only store that once, which saves 90 bytes
|
||||
static const char PROGMEM islandRightTop[6][14] = {
|
||||
{0x84, 0xEC, 0x6C, 0x3C, 0xF8, 0xFE, 0x3F, 0x6B, 0xDB, 0xB9, 0x30, 0x40, 0x00, 0x00,},
|
||||
{0x80, 0xC3, 0xEE, 0x7C, 0xB8, 0xFC, 0xFE, 0x6F, 0xDB, 0x9B, 0xB2, 0x30, 0x00, 0x00,},
|
||||
{0x00, 0xC0, 0xEE, 0x7F, 0x3D, 0xF8, 0xFC, 0x7E, 0x57, 0xDB, 0xDB, 0x8A, 0x00, 0x00,},
|
||||
{0x00, 0xC0, 0xE6, 0x7F, 0x3B, 0xF9, 0xFC, 0xFC, 0xB6, 0xB3, 0x33, 0x61, 0x00, 0x00,},
|
||||
{0x00, 0x00, 0x00, 0x00, 0x80, 0xEE, 0xFF, 0xFB, 0xF9, 0xFC, 0xDE, 0xB6, 0xB6, 0x24,},
|
||||
{0x00, 0x00, 0x00, 0x00, 0xC0, 0xEE, 0xFE, 0xFF, 0xFB, 0xFD, 0xEE, 0xB6, 0xB6, 0x92,},
|
||||
};
|
||||
static const char PROGMEM islandRightBottom[6][14] = {
|
||||
{0x41, 0x40, 0x60, 0x3E, 0x3F, 0x23, 0x20, 0x60, 0x41, 0x43, 0x40, 0x40, 0x40, 0x80,},
|
||||
{0x40, 0x41, 0x60, 0x3E, 0x3F, 0x23, 0x20, 0x60, 0x40, 0x40, 0x41, 0x41, 0x40, 0x80,},
|
||||
{0x40, 0x40, 0x61, 0x3D, 0x3F, 0x27, 0x21, 0x60, 0x40, 0x40, 0x40, 0x40, 0x40, 0x80,},
|
||||
{0x40, 0x43, 0x61, 0x3C, 0x3F, 0x27, 0x21, 0x60, 0x41, 0x43, 0x43, 0x42, 0x40, 0x80,},
|
||||
{0x40, 0x40, 0x60, 0x3C, 0x3F, 0x27, 0x23, 0x63, 0x44, 0x40, 0x41, 0x41, 0x41, 0x81,},
|
||||
{0x40, 0x40, 0x60, 0x3C, 0x3F, 0x27, 0x23, 0x63, 0x42, 0x42, 0x41, 0x41, 0x41, 0x80,},
|
||||
};
|
||||
static const char PROGMEM islandLeft[18] = {
|
||||
0x80, 0x40, 0x40, 0x40, 0x40, 0x60,
|
||||
0x20, 0x20, 0x20, 0x20, 0x20, 0x20,
|
||||
0x20, 0x20, 0x20, 0x60, 0x40, 0x40,
|
||||
};
|
||||
// clang-format on
|
||||
|
||||
static void animate_island(void) {
|
||||
if (animation_counter == 0) {
|
||||
island_frame_1 = increment_counter(island_frame_1, 2);
|
||||
}
|
||||
|
||||
void draw_island_parts(uint8_t frame) {
|
||||
oled_set_cursor(ISLAND_COLUMN + 3, ISLAND_LINE);
|
||||
oled_write_raw_P(islandRightTop[frame], 14);
|
||||
oled_set_cursor(ISLAND_COLUMN + 0, ISLAND_LINE + 1);
|
||||
oled_write_raw_P(islandLeft, 18);
|
||||
oled_set_cursor(ISLAND_COLUMN + 3, ISLAND_LINE + 1);
|
||||
oled_write_raw_P(islandRightBottom[frame], 14);
|
||||
}
|
||||
|
||||
if (is_calm || current_wpm < ISLAND_CALM) {
|
||||
draw_island_parts(0);
|
||||
} else if (current_wpm >= ISLAND_CALM && current_wpm < ISLAND_HEAVY_STORM) {
|
||||
draw_island_parts(island_frame_1 + 1);
|
||||
} else if (current_wpm >= ISLAND_HEAVY_STORM && current_wpm < ISLAND_HURRICANE) {
|
||||
draw_island_parts(island_frame_1 + 2);
|
||||
} else {
|
||||
draw_island_parts(island_frame_1 + 4);
|
||||
}
|
||||
}
|
||||
#endif // endregion
|
||||
|
||||
#ifdef ENABLE_STARS // region
|
||||
bool stars_setup = false; // only setup stars once, then we just twinkle them
|
||||
struct Coordinate {
|
||||
int x;
|
||||
int y;
|
||||
bool exists;
|
||||
};
|
||||
|
||||
struct Coordinate stars[TOTAL_STARS]; // tracks all stars/coordinates
|
||||
|
||||
/**
|
||||
* Setup all the initial stars on the screen
|
||||
* This function divides the screen into regions based on STARS_PER_LINE and NUMBER_OF_STAR_LINES
|
||||
* where each line is made up of 8x8 pixel groups, that are populated by a single star.
|
||||
*
|
||||
* Not sure how this function will work with larger or smaller screens.
|
||||
* It should be fine, as long as the screen width is a multiple of 8
|
||||
*/
|
||||
static void setup_stars(void) {
|
||||
// For every line, split the line into STARS_PER_LINE, find a random point in that region, and turn the pixel on
|
||||
// 36% probability it will not be added
|
||||
// (said another way, 80% chance it will start out lit in the x direction, then 80% chance it will start out lit in the y direction = 64% probability it will start out lit at all)
|
||||
for (int line = 0; line < NUMBER_OF_STAR_LINES; ++line) {
|
||||
for (int column_group = 0; column_group < STARS_PER_LINE; ++column_group) {
|
||||
uint8_t rand_column = rand() % 10;
|
||||
uint8_t rand_row = rand() % 10;
|
||||
if (rand_column < 8 && rand_row < 8) {
|
||||
int column_adder = column_group * 8;
|
||||
int line_adder = line * 8;
|
||||
int x = rand_column + column_adder;
|
||||
int y = rand_row + line_adder;
|
||||
oled_write_pixel(x, y, true);
|
||||
stars[column_group + (line * STARS_PER_LINE)].x = x;
|
||||
stars[column_group + (line * STARS_PER_LINE)].y = y;
|
||||
stars[column_group + (line * STARS_PER_LINE)].exists = true;
|
||||
} else {
|
||||
stars[column_group + (line * STARS_PER_LINE)].exists = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
stars_setup = true;
|
||||
}
|
||||
|
||||
/**
|
||||
* Twinkle the stars (move them one pixel in any direction) with a probability of 50% to twinkle any given star
|
||||
*/
|
||||
static void twinkle_stars(void) {
|
||||
for (int line = 0; line < NUMBER_OF_STAR_LINES; ++line) {
|
||||
for (int column_group = 0; column_group < STARS_PER_LINE; ++column_group) {
|
||||
struct Coordinate star = stars[column_group + (line * STARS_PER_LINE)];
|
||||
|
||||
// skip stars that were never added
|
||||
if (!star.exists) {
|
||||
continue;
|
||||
}
|
||||
if (rand() % TWINKLE_PROBABILITY_MODULATOR == 0) {
|
||||
oled_write_pixel(star.x, star.y, false); // black out pixel
|
||||
|
||||
// don't allow stars to leave their own region
|
||||
if (star.x == (column_group * 8)) { // star is the farthest left it can go in its region
|
||||
star.x++; // move it right immediately
|
||||
} else if (star.x == (((column_group + 1) * 8) - 1)) { // star is farthest right it can go in its region
|
||||
star.x--; // move it left immediately
|
||||
}
|
||||
if (star.y == (line * 8)) { // star is the farthest up it can go in its region
|
||||
star.y++; // move it down immediately
|
||||
} else if (star.y == (((line + 1) * 8) - 1)) { // star is farthest down it can go in its region
|
||||
star.y--; // move it up immediately
|
||||
}
|
||||
|
||||
// now decide direction
|
||||
int new_x;
|
||||
int x_choice = rand() % 3;
|
||||
if (x_choice == 0) {
|
||||
new_x = star.x - 1;
|
||||
} else if (x_choice == 1) {
|
||||
new_x = star.x + 1;
|
||||
} else {
|
||||
new_x = star.x;
|
||||
}
|
||||
|
||||
int new_y;
|
||||
int y_choice = rand() % 3;
|
||||
if (y_choice == 0) {
|
||||
new_y = star.y - 1;
|
||||
} else if (y_choice == 1) {
|
||||
new_y = star.y + 1;
|
||||
} else {
|
||||
new_y = star.y;
|
||||
}
|
||||
|
||||
star.x = new_x;
|
||||
star.y = new_y;
|
||||
oled_write_pixel(new_x, new_y, true);
|
||||
}
|
||||
|
||||
stars[column_group + (line * STARS_PER_LINE)] = star;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Setup the stars and then animate them on subsequent frames
|
||||
*/
|
||||
static void animate_stars(void) {
|
||||
if (!stars_setup) {
|
||||
setup_stars();
|
||||
} else {
|
||||
twinkle_stars();
|
||||
}
|
||||
}
|
||||
#endif // endregion
|
||||
|
||||
#ifdef ENABLE_SHOOTING_STARS // region
|
||||
bool shooting_stars_setup = false; // only setup shooting stars array once with defaults
|
||||
|
||||
struct ShootingStar {
|
||||
int x_1;
|
||||
int y_1;
|
||||
int x_2;
|
||||
int y_2;
|
||||
bool running;
|
||||
int frame;
|
||||
int delay;
|
||||
};
|
||||
|
||||
struct ShootingStar shooting_stars[MAX_NUMBER_OF_SHOOTING_STARS]; // tracks all the shooting stars
|
||||
|
||||
static void setup_shooting_star(struct ShootingStar *shooting_star) {
|
||||
int column_to_start = rand() % (WIDTH / 2);
|
||||
int row_to_start = rand() % (HEIGHT - 48); // shooting_stars travel diagonally 1 down, 1 across. So the lowest a shooting_star can start and not 'hit' the ocean is 32 above the ocean.
|
||||
|
||||
shooting_star->x_1 = column_to_start;
|
||||
shooting_star->y_1 = row_to_start;
|
||||
shooting_star->x_2 = column_to_start + 1;
|
||||
shooting_star->y_2 = row_to_start + 1;
|
||||
shooting_star->running = true;
|
||||
shooting_star->frame++;
|
||||
shooting_star->delay = rand() % SHOOTING_STAR_DELAY;
|
||||
}
|
||||
|
||||
static void move_shooting_star(struct ShootingStar *shooting_star) {
|
||||
oled_write_pixel(shooting_star->x_1, shooting_star->y_1, false);
|
||||
oled_write_pixel(shooting_star->x_2, shooting_star->y_2, false);
|
||||
|
||||
shooting_star->x_1++;
|
||||
shooting_star->y_1++;
|
||||
shooting_star->x_2++;
|
||||
shooting_star->y_2++;
|
||||
shooting_star->frame++;
|
||||
|
||||
oled_write_pixel(shooting_star->x_1, shooting_star->y_1, true);
|
||||
oled_write_pixel(shooting_star->x_2, shooting_star->y_2, true);
|
||||
}
|
||||
|
||||
static void finish_shooting_star(struct ShootingStar *shooting_star) {
|
||||
oled_write_pixel(shooting_star->x_1, shooting_star->y_1, false);
|
||||
oled_write_pixel(shooting_star->x_2, shooting_star->y_2, false);
|
||||
shooting_star->running = false;
|
||||
shooting_star->frame = 0;
|
||||
}
|
||||
|
||||
static void animate_shooting_star(struct ShootingStar *shooting_star) {
|
||||
if (shooting_star->frame > SHOOTING_STAR_FRAMES) {
|
||||
finish_shooting_star(shooting_star);
|
||||
return;
|
||||
} else if (!shooting_star->running) {
|
||||
setup_shooting_star(shooting_star);
|
||||
} else {
|
||||
if (shooting_star->delay == 0) {
|
||||
move_shooting_star(shooting_star);
|
||||
} else {
|
||||
shooting_star->delay--;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void animate_shooting_stars(void) {
|
||||
if (is_calm) {
|
||||
return;
|
||||
}
|
||||
if (!shooting_stars_setup) {
|
||||
for (int i = 0; i < MAX_NUMBER_OF_SHOOTING_STARS; ++i) {
|
||||
shooting_stars[i].running = false;
|
||||
}
|
||||
shooting_stars_setup = true;
|
||||
}
|
||||
/**
|
||||
* Fixes issue with stars that were falling _while_ the
|
||||
* wpm dropped below the condition for them to keep falling
|
||||
*/
|
||||
void end_extra_stars(uint8_t starting_index) {
|
||||
for (int shooting_star_index = starting_index; shooting_star_index < MAX_NUMBER_OF_SHOOTING_STARS; ++shooting_star_index) {
|
||||
struct ShootingStar shooting_star = shooting_stars[shooting_star_index];
|
||||
if (shooting_star.running) {
|
||||
finish_shooting_star(&shooting_star);
|
||||
shooting_stars[shooting_star_index] = shooting_star;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int number_of_shooting_stars = current_wpm / SHOOTING_STAR_WPM_INCREMENT;
|
||||
number_of_shooting_stars = (number_of_shooting_stars > MAX_NUMBER_OF_SHOOTING_STARS) ? MAX_NUMBER_OF_SHOOTING_STARS : number_of_shooting_stars;
|
||||
|
||||
if (number_of_shooting_stars == 0) {
|
||||
// make sure all shooting_stars are ended
|
||||
end_extra_stars(0);
|
||||
} else {
|
||||
for (int shooting_star_index = 0; shooting_star_index < number_of_shooting_stars; ++shooting_star_index) {
|
||||
struct ShootingStar shooting_star = shooting_stars[shooting_star_index];
|
||||
animate_shooting_star(&shooting_star);
|
||||
shooting_stars[shooting_star_index] = shooting_star;
|
||||
}
|
||||
end_extra_stars(number_of_shooting_stars);
|
||||
}
|
||||
}
|
||||
#endif // endregion
|
||||
|
||||
/**
|
||||
* Main rendering function
|
||||
*
|
||||
* Calls all different animations at different rates
|
||||
*/
|
||||
void render_stars(void) {
|
||||
// // animation timer
|
||||
if (timer_elapsed32(starry_night_anim_timer) > STARRY_NIGHT_ANIM_FRAME_DURATION) {
|
||||
starry_night_anim_timer = timer_read32();
|
||||
current_wpm = get_current_wpm();
|
||||
|
||||
#ifdef ENABLE_ISLAND
|
||||
animate_island();
|
||||
#endif
|
||||
|
||||
#ifdef ENABLE_SHOOTING_STARS
|
||||
if (animation_counter % SHOOTING_STAR_ANIMATION_MODULATOR == 0) {
|
||||
animate_shooting_stars();
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef ENABLE_STARS
|
||||
// TODO offsetting the star animation from the wave animation would look better,
|
||||
// but if I do that, then the stars appear in the water because
|
||||
// the ocean animation has to wait a bunch of frames to overwrite it.
|
||||
// Possible solutions:
|
||||
// 1. Only draw stars to the top of the island/ocean.
|
||||
// 2. Draw ocean every frame, only move ocean on frames matching modulus
|
||||
// Problems:
|
||||
// 1. What if someone wants to move the island up a bit, or they want to have the stars reflect in the water?
|
||||
// 2. More cpu intensive. And I'm already running out of cpu as it is...
|
||||
if (animation_counter % STAR_ANIMATION_MODULATOR == 0) {
|
||||
animate_stars();
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef ENABLE_WAVE
|
||||
if (animation_counter % OCEAN_ANIMATION_MODULATOR == 0) {
|
||||
animate_waves();
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef ENABLE_MOON
|
||||
draw_moon();
|
||||
#endif
|
||||
|
||||
animation_counter = increment_counter(animation_counter, NUMBER_OF_FRAMES);
|
||||
}
|
||||
|
||||
// this fixes the screen on and off bug
|
||||
if (current_wpm > 0) {
|
||||
oled_on();
|
||||
starry_night_anim_sleep = timer_read32();
|
||||
} else if (timer_elapsed32(starry_night_anim_sleep) > OLED_TIMEOUT) {
|
||||
oled_off();
|
||||
}
|
||||
}
|
|
@ -0,0 +1,103 @@
|
|||
/*
|
||||
* Copyright 2021 Tyler Thrailkill (@snowe/@snowe2010) <tyler.b.thrailkill@gmail.com>
|
||||
*
|
||||
* This program is free software: you can redistribute it and/or modify
|
||||
* it under the terms of the GNU General Public License as published by
|
||||
* the Free Software Foundation, either version 2 of the License, or
|
||||
* (at your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* GNU General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "quantum.h"
|
||||
|
||||
/**
|
||||
* Features:
|
||||
* You can turn on and off features in this section
|
||||
*/
|
||||
#define ENABLE_MOON // Uses 182 bytes
|
||||
#define ENABLE_WAVE // Uses 844 bytes
|
||||
#define ENABLE_SHOOTING_STARS // Uses 872 bytes
|
||||
#define ENABLE_ISLAND
|
||||
#define ENABLE_STARS // Uses 606 bytes
|
||||
|
||||
/**
|
||||
* Global Settings
|
||||
*/
|
||||
#define STARRY_NIGHT_ANIM_FRAME_DURATION 30 // how long each frame lasts in ms
|
||||
#define NUMBER_OF_FRAMES 20 // Self explanatory. Probably shouldn't touch this, not sure how stuff will work if it's changed. If changed should be multiple of 1, 2, 3, 4, and 5
|
||||
#define WIDTH OLED_DISPLAY_HEIGHT // for vertical displays
|
||||
#define HEIGHT OLED_DISPLAY_WIDTH // for vertical displays
|
||||
|
||||
/**
|
||||
* Moon Parameters
|
||||
*/
|
||||
#define MOON_LINE 4 // the line you want the moon to appear at
|
||||
#define MOON_COLUMN 4 // the column you want the moon to appear at
|
||||
//#define STATIC_MOON // uncomment this to make the moon a static image, no animation
|
||||
#ifndef STATIC_MOON
|
||||
# define ANIMATE_MOON_EVERY_N_FRAMES 100 // animate the moon every n frames
|
||||
#endif
|
||||
|
||||
/**
|
||||
* Wave Parameters
|
||||
*/
|
||||
#define OCEAN_LINE 14 // Line you want to render the ocean starting at (best at oled_max_lines() - 2)
|
||||
#define WAVE_CALM 20 // render calm ocean under this WPM and ripple ocean at this WPM
|
||||
#define WAVE_HEAVY_STORM 40 // render medium ocean at this WPM
|
||||
#define WAVE_HURRICANE 60 // render heavy waves above this WPM
|
||||
// What number of frames you want to animate the ocean at.
|
||||
// Should be equal to or smaller than NUMBER_OF_FRAMES, e.g. 30, would animate on every other frame, 20, every third frame, etc
|
||||
// Don't set equal to 0.
|
||||
#define OCEAN_ANIMATION_SPEED 1
|
||||
|
||||
/**
|
||||
* Shooting Star Parameters
|
||||
*/
|
||||
#define SHOOTING_STAR_DELAY 12 // delay modulus for time between shooting stars. Decides number of frames to delay, e.g. 12 means 0-11 frames of delay between each shooting star
|
||||
#define SHOOTING_STAR_FRAMES 16 // how many 2 pixel frames per shooting star. Increment this for longer shooting stars
|
||||
#define MAX_NUMBER_OF_SHOOTING_STARS 12 // maximum number of shooting stars that can be on screen at the same time
|
||||
#define SHOOTING_STAR_WPM_INCREMENT 10 // every n WPM increase, add an extra star, up to MAX_NUMBER_OF_SHOOTING_STARS, e.g. an increment of 5 would result in 1 shooting star at 5-9wpm, 2 at 10-14, etc.
|
||||
// What number of frames you want to animate the shooting stars at.
|
||||
// Should be equal to or smaller than NUMBER_OF_FRAMES, e.g. 30, would animate on every other frame, 20, every third frame, etc
|
||||
// Don't set equal to 0.
|
||||
#define SHOOTING_STAR_ANIMATION_SPEED 30
|
||||
|
||||
/**
|
||||
* Star Parameters
|
||||
*/
|
||||
#define STARS_PER_LINE 4 // number of stars per line (for a display that is 128x32, this would be 4 stars spread out evenly over the 32byte width, one every 8 bytes)
|
||||
#define NUMBER_OF_STAR_LINES 16 // number of lines to fill up with stars (for a display that is 128x32, 16 bytes are filled with the ocean animation, so that leaves 112 pixels left over. The number of lines depends on your OLED_FONT_HEIGHT)
|
||||
#define TWINKLE_PROBABILITY 25 // probability that any star twinkles on a given frame
|
||||
// What number of frames you want to animate the stars at.
|
||||
// Should be equal to or smaller than NUMBER_OF_FRAMES, e.g. 20, would animate on every frame, 10, every other frame, etc
|
||||
// Don't set equal to 0.
|
||||
#define STAR_ANIMATION_SPEED 1
|
||||
|
||||
/**
|
||||
* Island Parameters
|
||||
*/
|
||||
#define ISLAND_LINE 12 // line that the island starts at. Island is 2 lines tall
|
||||
#define ISLAND_COLUMN 0 // column that the island starts at
|
||||
#define ISLAND_CALM 20 // WPM at which the palm tree calmly moves
|
||||
#define ISLAND_HEAVY_STORM 40 // WPM at which the heavy storm occurs
|
||||
#define ISLAND_HURRICANE 60 // WPM at which THE HURRICANE STARTS
|
||||
|
||||
/*
|
||||
* DON'T TOUCH
|
||||
*/
|
||||
|
||||
extern bool is_calm;
|
||||
|
||||
// timers
|
||||
extern uint32_t starry_night_anim_timer;
|
||||
extern uint32_t starry_night_anim_sleep;
|
||||
|
||||
void render_stars(void);
|
|
@ -0,0 +1,141 @@
|
|||
/*
|
||||
* Copyright QMK Community
|
||||
* Copyright 2021 Tyler Thrailkill (@snowe/@snowe2010) <tyler.b.thrailkill@gmail.com>
|
||||
*
|
||||
* This program is free software: you can redistribute it and/or modify
|
||||
* it under the terms of the GNU General Public License as published by
|
||||
* the Free Software Foundation, either version 2 of the License, or
|
||||
* (at your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* GNU General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
#ifdef OLED_DRIVER_ENABLE
|
||||
|
||||
# include QMK_KEYBOARD_H
|
||||
# include "quantum.h"
|
||||
# include "snowe.h"
|
||||
|
||||
# include <stdio.h> // for keylog?
|
||||
|
||||
oled_rotation_t oled_init_user(oled_rotation_t rotation) {
|
||||
if (!is_master) {
|
||||
return OLED_ROTATION_270; // flips the display 180 degrees if offhand
|
||||
}
|
||||
return OLED_ROTATION_270;
|
||||
}
|
||||
|
||||
# define L_BASE 0
|
||||
# define L_LOWER 2
|
||||
# define L_RAISE 4
|
||||
# define L_ADJUST 8
|
||||
|
||||
void oled_render_layer_state(void) {
|
||||
oled_write_P(PSTR("Layer"), false);
|
||||
switch (layer_state) {
|
||||
case L_BASE:
|
||||
oled_write_ln_P(PSTR("Main"), false);
|
||||
break;
|
||||
case L_LOWER:
|
||||
oled_write_ln_P(PSTR("Bot"), false);
|
||||
break;
|
||||
case L_RAISE:
|
||||
oled_write_ln_P(PSTR("Top"), false);
|
||||
break;
|
||||
case L_ADJUST:
|
||||
case L_ADJUST | L_LOWER:
|
||||
case L_ADJUST | L_RAISE:
|
||||
case L_ADJUST | L_LOWER | L_RAISE:
|
||||
oled_write_ln_P(PSTR("Comb"), false);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
char keylog_str[24] = {};
|
||||
|
||||
const char code_to_name[60] = {
|
||||
' ', ' ', ' ', ' ', 'a', 'b', 'c', 'd', 'e', 'f',
|
||||
'g', 'h', 'i', 'j', 'k', 'l', 'm', 'n', 'o', 'p',
|
||||
'q', 'r', 's', 't', 'u', 'v', 'w', 'x', 'y', 'z',
|
||||
'1', '2', '3', '4', '5', '6', '7', '8', '9', '0',
|
||||
'R', 'E', 'B', 'T', '_', '-', '=', '[', ']', '\\',
|
||||
'#', ';', '\'', '`', ',', '.', '/', ' ', ' ', ' '};
|
||||
|
||||
void set_keylog(uint16_t keycode, keyrecord_t *record) {
|
||||
char name = ' ';
|
||||
if ((keycode >= QK_MOD_TAP && keycode <= QK_MOD_TAP_MAX) || (keycode >= QK_LAYER_TAP && keycode <= QK_LAYER_TAP_MAX)) {
|
||||
keycode = keycode & 0xFF;
|
||||
}
|
||||
if (keycode < 60) {
|
||||
name = code_to_name[keycode];
|
||||
}
|
||||
|
||||
// update keylog
|
||||
snprintf(keylog_str, sizeof(keylog_str), "%dx%d, k%2d : %c", record->event.key.row, record->event.key.col, keycode, name);
|
||||
}
|
||||
|
||||
void oled_render_keylog(void) { oled_write(keylog_str, false); }
|
||||
|
||||
// void render_bootmagic_status(bool status) {
|
||||
// /* Show Ctrl-Gui Swap options */
|
||||
// static const char PROGMEM logo[][2][3] = {
|
||||
// {{0x97, 0x98, 0}, {0xb7, 0xb8, 0}},
|
||||
// {{0x95, 0x96, 0}, {0xb5, 0xb6, 0}},
|
||||
// };
|
||||
// if (status) {
|
||||
// oled_write_ln_P(logo[0][0], false);
|
||||
// oled_write_ln_P(logo[0][1], false);
|
||||
// } else {
|
||||
// oled_write_ln_P(logo[1][0], false);
|
||||
// oled_write_ln_P(logo[1][1], false);
|
||||
// }
|
||||
//}
|
||||
void render_bootmagic_status(void) {
|
||||
/* Show Ctrl-Gui Swap options */
|
||||
static const char PROGMEM logo[][2][3] = {
|
||||
{{0x97, 0x98, 0}, {0xb7, 0xb8, 0}},
|
||||
{{0x95, 0x96, 0}, {0xb5, 0xb6, 0}},
|
||||
};
|
||||
oled_write_P(PSTR("BTMGK"), false);
|
||||
oled_write_P(PSTR(""), false);
|
||||
if (!keymap_config.swap_lctl_lgui) {
|
||||
oled_write_P(logo[1][0], false);
|
||||
oled_write_P(PSTR(" "), false);
|
||||
oled_write_P(logo[1][1], false);
|
||||
} else {
|
||||
oled_write_P(logo[0][0], false);
|
||||
oled_write_P(PSTR(" "), false);
|
||||
oled_write_P(logo[0][1], false);
|
||||
}
|
||||
oled_write_P(PSTR(" NKRO "), keymap_config.nkro);
|
||||
oled_write_P(PSTR("WPM: "), false);
|
||||
|
||||
char wpm[6];
|
||||
itoa(get_current_wpm(), wpm, 10);
|
||||
oled_write_ln(wpm, false);
|
||||
}
|
||||
|
||||
void oled_task_user(void) {
|
||||
if (is_master) {
|
||||
oled_render_layer_state();
|
||||
oled_render_keylog();
|
||||
render_bootmagic_status();
|
||||
|
||||
# ifdef LUNA_ENABLE
|
||||
led_usb_state = host_keyboard_led_state();
|
||||
render_luna(0, 13);
|
||||
# endif
|
||||
} else {
|
||||
# ifdef OCEAN_DREAM_ENABLE
|
||||
render_stars();
|
||||
# endif
|
||||
}
|
||||
}
|
||||
|
||||
#endif // OLED_DRIVER_ENABLE
|
|
@ -0,0 +1,30 @@
|
|||
/*
|
||||
* Copyright 2021 Tyler Thrailkill (@snowe/@snowe2010) <tyler.b.thrailkill@gmail.com>
|
||||
*
|
||||
* This program is free software: you can redistribute it and/or modify
|
||||
* it under the terms of the GNU General Public License as published by
|
||||
* the Free Software Foundation, either version 2 of the License, or
|
||||
* (at your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* GNU General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "quantum.h"
|
||||
#ifdef OLED_DRIVER_ENABLE
|
||||
# include "oled_driver.h"
|
||||
# define OLED_RENDER_WPM_COUNTER " WPM: "
|
||||
#endif
|
||||
#ifdef LUNA_ENABLE
|
||||
# include "luna.h"
|
||||
#endif
|
||||
#ifdef OCEAN_DREAM_ENABLE
|
||||
# include "ocean_dream.h"
|
||||
#endif
|
|
@ -0,0 +1,10 @@
|
|||
# Welcome
|
||||
|
||||
Welcome to my userspace.
|
||||
|
||||
There's nothing really outstanding here, except the [Ocean Dream](readme_ocean_dream.md)
|
||||
animation I made.
|
||||
|
||||
A lot of the code for my wrappers/keymaps came from other users.
|
||||
|
||||
I will probably update this with more in-depth information later.
|
|
@ -0,0 +1,258 @@
|
|||
# Ocean Dream
|
||||
|
||||
Tapping away at your IMX Corne with Box Jades, you feel yourself
|
||||
drifting off, into a soundscape of waves and rustling leaves.
|
||||
You open your eyes only to find yourself in an _Ocean Dream_.
|
||||
|
||||
Introducing, **Ocean Dream**, an animation for keyboards with tall OLED
|
||||
screens. Built for 128x32 screens, this animation should work for 128x64
|
||||
at least, though it hasn't been tested there.
|
||||
|
||||
Completely customizable, you can change everything about the animation,
|
||||
from the number of falling stars, to how likely a star is to twinkle, and
|
||||
even if the moon has phases or not.
|
||||
|
||||
# Installation
|
||||
|
||||
Installation is easy.
|
||||
|
||||
1. Add `ocean.h` and `ocean.c` to your keyboard folder or userspace.
|
||||
2. In your `keymap.c` or wherever you handle your oled code, add
|
||||
```c
|
||||
# ifdef OCEAN_DREAM_ENABLE
|
||||
render_stars();
|
||||
# endif
|
||||
```
|
||||
to `oled_task_user(void)`, where you would like (see [my keymap](../../keyboards/crkbd/keymaps/snowe/keymap.c) for an example)
|
||||
3. In your `keymap.c` or wherever you handle your process_record code,
|
||||
add an event that sets `is_calm` when you press `ctrl`
|
||||
```c
|
||||
bool process_record_user(uint16_t keycode, keyrecord_t *record) {
|
||||
switch (keycode) {
|
||||
case KC_LCTL:
|
||||
case KC_RCTL:
|
||||
#ifdef OCEAN_DREAM_ENABLE
|
||||
is_calm = (record->event.pressed) ? true : false;
|
||||
#endif
|
||||
break;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
```
|
||||
4. In your `rules.mk` to make it easier to turn the animation on/off, add
|
||||
```makefile
|
||||
ifeq ($(strip $(OLED_DRIVER_ENABLE)), yes)
|
||||
#... your code here...
|
||||
|
||||
ifdef OCEAN_DREAM_ENABLE
|
||||
ifeq ($(strip $(OCEAN_DREAM_ENABLE)), yes)
|
||||
SRC += ocean_dream.c
|
||||
OPT_DEFS += -DOCEAN_DREAM_ENABLE
|
||||
endif
|
||||
endif
|
||||
ifndef OCEAN_DREAM_ENABLE
|
||||
SRC += ocean_dream.c
|
||||
OPT_DEFS += -DOCEAN_DREAM_ENABLE
|
||||
endif
|
||||
endif
|
||||
```
|
||||
|
||||
You're done! Now you can enable **Ocean Dream** by simply turning on the OLED feature
|
||||
```makefile
|
||||
OLED_DRIVER_ENABLE = yes
|
||||
```
|
||||
|
||||
And if you want to disable it without turning off the OLED Driver you can simply set
|
||||
```makefile
|
||||
OCEAN_DREAM_ENABLE = no
|
||||
```
|
||||
|
||||
# Settings
|
||||
|
||||
**Ocean Dream** comes with several different animations, all individually configurable:
|
||||
|
||||
* 🌌 Stars that twinkle
|
||||
* 🌠 Meteor showers that get more vibrant the faster you type
|
||||
* 🌊 Waves that get rougher the faster you type
|
||||
* 🏝 An island with a palm tree that blows in the wind the faster you type
|
||||
* 🌗 A moon that goes through the moon phases (or not, your choice!)
|
||||
|
||||
Each feature can be individually turned on and off, with a simple `#define`.
|
||||
|
||||
You can see all the options and more documentation by looking at `ocean_dream.h`.
|
||||
|
||||
All options come enabled by default.
|
||||
|
||||
## Global Flags:
|
||||
|
||||
### Toggles:
|
||||
|
||||
You can toggle on/off any features using these flags:
|
||||
|
||||
* `ENABLE_MOON` // Uses 182 bytes
|
||||
* `ENABLE_WAVE` // Uses 844 bytes
|
||||
* `ENABLE_SHOOTING_STARS` // Uses 872 bytes
|
||||
* `ENABLE_ISLAND`
|
||||
* `ENABLE_STARS` // Uses 606 bytes
|
||||
|
||||
### Global Configuration:
|
||||
|
||||
* `STARRY_NIGHT_ANIM_FRAME_DURATION` - configures how long each frame lasts in ms
|
||||
* `NUMBER_OF_FRAMES` - configures the number of frames that constitute a single 'round trip' of animation.
|
||||
Enables keeping animations in sync/timed with each other.
|
||||
Probably shouldn't touch this, not sure how stuff will work if it's changed.
|
||||
If changed should probably be multiple of 1, 2, 3, 4, and 5
|
||||
* `WIDTH` - for vertical displays, configures the width (the shortest measurement of your display). defaults to `OLED_DISPLAY_HEIGHT`
|
||||
* `HEIGHT` - for vertical displays, configures the height (the longest measurement of your display). defaults to `OLED_DISPLAY_WIDTH`
|
||||
|
||||
## Stars
|
||||
|
||||
### Description
|
||||
|
||||
The 🌌 stars animation is a background of slowly twinkling stars.
|
||||
The stars are built on a grid of sorts, where each cell of the grid
|
||||
is 8x8 pixels with 1 star per cell. There is a probability of any
|
||||
star twinkling on any given frame, decided by the corresponding flags.
|
||||
|
||||
### Flags
|
||||
|
||||
Enabled with the `#define ENABLE_STARS` directive.
|
||||
|
||||
The stars come with several configuration options:
|
||||
|
||||
* `STARS_PER_LINE` - configures the number of stars per line. Defaulting to 4, this would
|
||||
mean that you have 4 stars across each line (8x32 on a 128x32 display), where each star
|
||||
is in a 8x8 grid
|
||||
* `NUMBER_OF_STAR_LINES` - configures the number of lines to fill up with stars.
|
||||
Defaults to 16, filling the whole display.
|
||||
* `TWINKLE_PROBABILITY` - configures the probability of a star twinkling on a given frame.
|
||||
* `STAR_ANIMATION_SPEED` - configures the number of frames you want to animate the star at.
|
||||
Must be equal to or lower than `NUMBER_OF_FRAMES`.
|
||||
Example:
|
||||
```c
|
||||
#define NUMBER_OF_FRAMES 20
|
||||
#define STAR_ANIMATION_SPEED 5
|
||||
```
|
||||
would result in the star animation happening every 4 frames. 20 would result in every frame,
|
||||
1 would be once every 20 frames. This essentially changes how fast stars will twinkle, but
|
||||
does not change the probability of the stars twinkling.
|
||||
|
||||
## Moon
|
||||
|
||||
### Description
|
||||
|
||||
The 🌗 moon animation is an 8x8 animation of a moon, or, if you are running out of program memory, you
|
||||
can set it to just a static crescent moon, with no animation.
|
||||
|
||||
### Flags
|
||||
|
||||
Enabled with the `#define ENABLE_MOON` directive.
|
||||
|
||||
The moon comes with only a few configuration options:
|
||||
|
||||
* `STATIC_MOON` - include this directive if you want your moon to have no animation. It will simply be a static crescent
|
||||
moon, only taking up 6 bytes of space. If you do not include this directive, then the moon will have an animation.
|
||||
The default is a moon with animation.
|
||||
* `MOON_LINE` - defines the line that the moon sits on. Default is `4`. (see [reference](#reference))
|
||||
* `MOON_COLUMN` - defines the column that the moon sits at. Default is `4`. (see [reference](#reference))
|
||||
* `ANIMATE_MOON_EVERY_N_FRAMES` - only enabled when `STATIC_MOON` is disabled, this affects how often the moon changes phases.
|
||||
Example:
|
||||
```c
|
||||
#define STARRY_NIGHT_ANIM_FRAME_DURATION 30
|
||||
#ifndef STATIC_MOON
|
||||
# define ANIMATE_MOON_EVERY_N_FRAMES 100
|
||||
#endif
|
||||
```
|
||||
would result in the moon changing phases every 3000ms, or every 3 seconds.
|
||||
|
||||
## Ocean
|
||||
|
||||
### Description
|
||||
|
||||
The 🌊 ocean animation is a full width animation of ocean waves, where the waves get rougher the faster you type.
|
||||
You can configure the boundaries for each degree of _wave ferocity_ as well as how fast the ocean/waves move.
|
||||
|
||||
### Flags
|
||||
|
||||
* `OCEAN_LINE` - where to render the ocean at. Defaults to `14`. (see [reference](#reference))
|
||||
* `OCEAN_ANIMATION_SPEED` - configures the number of frames you want to animate the ocean at.
|
||||
Must be equal to or lower than `NUMBER_OF_FRAMES`.
|
||||
Example:
|
||||
```c
|
||||
#define NUMBER_OF_FRAMES 20
|
||||
#define OCEAN_ANIMATION_SPEED 5
|
||||
```
|
||||
would result in the ocean animation happening every 4 frames. 20 would result in every frame,
|
||||
1 would be once every 20 frames. This essentially changes how fast the waves will move.
|
||||
* `WAVE_CALM` - Defines the WPM at which the _Wave Ferocity_ kicks up.
|
||||
At any WPM between `WAVE_CALM` and `WAVE_HEAVY_STORM`, the waves will be just tiny ripples.
|
||||
* `WAVE_HEAVY_STORM` - Defines the WPM at which the _Wave Ferocity_ kicks up to medium.
|
||||
At any WPM between `WAVE_HEAVY_STORM` and `WAVE_HURRICANE`, the waves will be medium sized waves.
|
||||
* `WAVE_HURRICANE` - Defines the WPM at which the _Wave Ferocity_ kicks up to the last notch.
|
||||
At any WPM above `WAVE_HURRICANE`, the waves will be torrential.
|
||||
|
||||
## Shooting Stars
|
||||
|
||||
The 🌠 shooting star animation is a full screen animation that renders a meteor shower based on your typing speed. The
|
||||
faster you type, the more shooting stars there are!
|
||||
|
||||
You can configure many parts of the shooting stars, from shower size, to speed, to length of each trail, to how spaced
|
||||
out they are.
|
||||
|
||||
Note: Each frame of a shooting star is only 2 pixels in length. This is a design decision, and could probably be changed
|
||||
with a decent amount of work, but was chosen for looks and memory constraints.
|
||||
|
||||
### Flags
|
||||
|
||||
* `SHOOTING_STAR_DELAY` - Decides number of frames to delay, based on modulus, e.g. 12 means 0-11 frames of delay between each shooting star
|
||||
* `SHOOTING_STAR_FRAMES` - how long each shooting star will be. A size of `16` will result in shooting stars that are 32 pixels long
|
||||
* `MAX_NUMBER_OF_SHOOTING_STARS` - maximum number of shooting stars that can be on screen at the same time
|
||||
* `SHOOTING_STAR_WPM_INCREMENT` - every n WPM increase, add an extra star, up to MAX_NUMBER_OF_SHOOTING_STARS
|
||||
Example: an increment of 5 would result in 1 shooting star at 5-9wpm, 2 at 10-14, etc.
|
||||
* `SHOOTING_STAR_ANIMATION_SPEED` - configures the number of frames you want to animate the shooting stars at.
|
||||
Must be equal to or lower than `NUMBER_OF_FRAMES`.
|
||||
Example:
|
||||
```c
|
||||
#define NUMBER_OF_FRAMES 20
|
||||
#define SHOOTING_STAR_ANIMATION_SPEED 5
|
||||
```
|
||||
would result in the shooting star animation happening every 4 frames. 20 would result in every frame,
|
||||
1 would be once every 20 frames. This essentially changes how fast the stars move through the sky.
|
||||
|
||||
|
||||
## Island
|
||||
|
||||
The 🏝 island animation is a 32w x 16h animation of a small island with a single palm tree blowing in the wind. The faster
|
||||
you type the harder the palm tree blows in the wind!
|
||||
|
||||
Since this animation has significant black space to the left side of the tree, certain design decisions were made to allow the
|
||||
shooting stars to still show up in the sky there. This animation should work on any size screen >=32 pixels wide, and you
|
||||
can place it anywhere on the screen, but above the ocean is recommended.
|
||||
|
||||
### Flags
|
||||
|
||||
* `ISLAND_LINE` - where to render the island at. Defaults to `12`. The island is 2 lines tall. (see [reference](#reference))
|
||||
* `ISLAND_COLUMN` - where to render the island at. Defaults to `0`. The island is 32 pixels wide. (see [reference](#reference))
|
||||
* `ISLAND_CALM` - Defines the WPM at which the _Storm Ferocity_ kicks up.
|
||||
At any WPM between `ISLAND_CALM` and `ISLAND_HEAVY_STORM`, the palm tree will just calmly blow in the wind.
|
||||
* `ISLAND_HEAVY_STORM` - Defines the WPM at which the _Storm Ferocity_ kicks up.
|
||||
At any WPM between `ISLAND_HEAVY_STORM` and `ISLAND_HURRICANE`, the palm tree will be blowing hard in the wind
|
||||
* `ISLAND_HURRICANE` - Defines the WPM at which the _Storm Ferocity_ kicks up.
|
||||
At any WPM above `ISLAND_HURRICANE`, the palm tree will almost be torn from its roots!
|
||||
|
||||
|
||||
# Reference
|
||||
|
||||
Any reference to `_LINE` or `COLUMN` refers to setting a cursor position using `oled_set_cursor()`, which uses
|
||||
`OLED_FONT_WIDTH` and `OLED_FONT_HEIGHT` internally.
|
||||
This will be the top-leftmost pixel of the image, so `_LINE 1` would start at the 9th pixel down and `_COLUMN 1`
|
||||
would be the 7th pixel to the right, starting from the topleftmost pixel on the screen.
|
||||
|
||||
This code has been untested with different font heights/widths, so you might have to adjust a bit to make it work if you
|
||||
have modified those values.
|
||||
|
||||
# ToDo
|
||||
|
||||
- [ ] don't require `is_calm` as a keyboard event. Not sure if the code will work without it currently.
|
||||
- [ ] make all the stars twinkle brightly based on keypresses rather than timed. Not just a movement twinkle, but a larger
|
||||
'full' twinkle, where the star actually gets bigger. This will be quite difficult, thus is left out of the v1.
|
|
@ -0,0 +1,27 @@
|
|||
|
||||
|
||||
ifeq ($(strip $(OLED_DRIVER_ENABLE)), yes)
|
||||
SRC += oled_setup.c
|
||||
|
||||
ifdef OCEAN_DREAM_ENABLE
|
||||
ifeq ($(strip $(OCEAN_DREAM_ENABLE)), yes)
|
||||
SRC += ocean_dream.c
|
||||
OPT_DEFS += -DOCEAN_DREAM_ENABLE
|
||||
endif
|
||||
endif
|
||||
ifndef OCEAN_DREAM_ENABLE
|
||||
SRC += ocean_dream.c
|
||||
OPT_DEFS += -DOCEAN_DREAM_ENABLE
|
||||
endif
|
||||
|
||||
ifdef LUNA_ENABLE
|
||||
ifeq ($(strip $(LUNA_ENABLE)), yes)
|
||||
SRC += luna.c
|
||||
OPT_DEFS += -DLUNA_ENABLE
|
||||
endif
|
||||
endif
|
||||
ifndef LUNA_ENABLE
|
||||
SRC += luna.c
|
||||
OPT_DEFS += -DLUNA_ENABLE
|
||||
endif
|
||||
endif
|
|
@ -0,0 +1,43 @@
|
|||
/*
|
||||
Copyright 2021 Tyler Thrailkill <@snowe/@snowe2010>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 2 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
|
||||
#pragma once
|
||||
#include QMK_KEYBOARD_H
|
||||
|
||||
#ifndef QMK_FIRMWARE_SNOWE_H
|
||||
# define QMK_FIRMWARE_SNOWE_H ;
|
||||
#endif // QMK_FIRMWARE_SNOWE_H
|
||||
|
||||
#include "wrappers.h"
|
||||
#include "keycode_aliases.h"
|
||||
|
||||
#define IGNORE_MOD_TAP_INTERRUPT
|
||||
#undef PERMISSIVE_HOLD
|
||||
|
||||
//#if defined(RGBLIGHT_ENABLE)
|
||||
//# include "rgb_stuff.h"
|
||||
//#endif
|
||||
//#if defined(RGB_MATRIX_ENABLE)
|
||||
//# include "rgb_matrix_stuff.h"
|
||||
//#endif
|
||||
#ifdef OLED_DRIVER_ENABLE
|
||||
# include "oled_setup.h"
|
||||
#endif
|
||||
|
||||
|
||||
enum layers { _MAIN, _LOWER, _UPPER, _ADJUST };
|
|
@ -0,0 +1,92 @@
|
|||
/* Copyright 2020 Christopher Courtney, aka Drashna Jael're (@drashna) <drashna@live.com>
|
||||
* 2021 Tyler Thrailkill (@snowe/@snowe2010) <tyler.b.thrailkill@gmail.com>
|
||||
*
|
||||
* This program is free software: you can redistribute it and/or modify
|
||||
* it under the terms of the GNU General Public License as published by
|
||||
* the Free Software Foundation, either version 2 of the License, or
|
||||
* (at your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* GNU General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "snowe.h"
|
||||
|
||||
/*
|
||||
Since our quirky block definitions are basically a list of comma separated
|
||||
arguments, we need a wrapper in order for these definitions to be
|
||||
expanded before being used as arguments to the LAYOUT_xxx macro.
|
||||
*/
|
||||
#if (!defined(LAYOUT) && defined(KEYMAP))
|
||||
# define LAYOUT KEYMAP
|
||||
#endif
|
||||
|
||||
//#define LAYOUT_ergodox_wrapper(...) LAYOUT_ergodox(__VA_ARGS__)
|
||||
//#define LAYOUT_ergodox_pretty_wrapper(...) LAYOUT_ergodox_pretty(__VA_ARGS__)
|
||||
#define KEYMAP_wrapper(...) LAYOUT(__VA_ARGS__)
|
||||
#define LAYOUT_wrapper(...) LAYOUT(__VA_ARGS__)
|
||||
//#define LAYOUT_ortho_4x12_wrapper(...) LAYOUT_ortho_4x12(__VA_ARGS__)
|
||||
//#define LAYOUT_ortho_5x12_wrapper(...) LAYOUT_ortho_5x12(__VA_ARGS__)
|
||||
//#define LAYOUT_gergo_wrapper(...) LAYOUT_gergo(__VA_ARGS__)
|
||||
|
||||
/*
|
||||
Blocks for each of the four major keyboard layouts
|
||||
Organized so we can quickly adapt and modify all of them
|
||||
at once, rather than for each keyboard, one at a time.
|
||||
And this allows for much cleaner blocks in the keymaps.
|
||||
For instance Tap/Hold for Control on all of the layouts
|
||||
|
||||
NOTE: These are all the same length. If you do a search/replace
|
||||
then you need to add/remove underscores to keep the
|
||||
lengths consistent.
|
||||
*/
|
||||
|
||||
#define _________________QWERTY_L1_________________ KC_Q, KC_W, KC_E, KC_R, KC_T
|
||||
#define _________________QWERTY_L2_________________ KC_A, KC_S, KC_D, KC_F, KC_G
|
||||
#define _________________QWERTY_L3_________________ KC_Z, KC_X, KC_C, KC_V, KC_B
|
||||
|
||||
#define _________________QWERTY_R1_________________ KC_Y, KC_U, KC_I, KC_O, KC_P
|
||||
#define _________________QWERTY_R2_________________ KC_H, KC_J, KC_K, KC_L, KC_SCLN
|
||||
#define _________________QWERTY_R3_________________ KC_N, KC_M, KC_COMM, KC_DOT, KC_SLASH
|
||||
|
||||
|
||||
#define ________________NUMBER_LEFT________________ KC_1, KC_2, KC_3, KC_4, KC_5
|
||||
#define ________________NUMBER_RIGHT_______________ KC_6, KC_7, KC_8, KC_9, KC_0
|
||||
//#define ________________NUMBER_RIGHT_______________ KC_6, KC_7, TD(TD_8_UP), KC_9, KC_0
|
||||
#define _________________FUNC_LEFT_________________ KC_F1, KC_F2, KC_F3, KC_F4, KC_F5
|
||||
#define _________________FUNC_RIGHT________________ KC_F6, KC_F7, KC_F8, KC_F9, KC_F10
|
||||
|
||||
#define ___________________BLANK___________________ _______, _______, _______, _______, _______
|
||||
|
||||
|
||||
#define _________________LOWER_L1__________________ KC_EXLM, KC_AT, KC_HASH, KC_DLR, KC_PERC
|
||||
#define _________________LOWER_L2__________________ _________________FUNC_LEFT_________________
|
||||
#define _________________LOWER_L3__________________ _________________FUNC_RIGHT________________
|
||||
|
||||
#define _________________LOWER_R1__________________ KC_CIRC, KC_AMPR, KC_ASTR, KC_LPRN, KC_RPRN
|
||||
#define _________________LOWER_R2__________________ _______, KC_UNDS, KC_PLUS, KC_LCBR, KC_RCBR
|
||||
#define _________________LOWER_R3__________________ _______, KC_LEFT, KC_UP , KC_DOWN, KC_RGHT
|
||||
|
||||
|
||||
#define _________________RAISE_L1__________________ ________________NUMBER_LEFT________________
|
||||
#define _________________RAISE_L2__________________ _______, KC_MINS, KC_EQL, KC_LBRC, KC_RBRC
|
||||
#define _________________RAISE_L3__________________ ___________________BLANK___________________
|
||||
|
||||
#define _________________RAISE_R1__________________ ________________NUMBER_RIGHT_______________
|
||||
#define _________________RAISE_R2__________________ KC_LEFT, KC_DOWN, KC_UP, KC_RGHT, _______
|
||||
#define _________________RAISE_R3__________________ _______, KC_HOME, KC_PGDN, KC_PGUP, KC_END
|
||||
|
||||
|
||||
|
||||
#define _________________ADJUST_L1_________________ RGB_MOD, RGB_HUI, RGB_SAI, RGB_VAI, RGB_TOG
|
||||
#define _________________ADJUST_L2_________________ MU_TOG , CK_TOGG, AU_ON, AU_OFF, AG_NORM
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#define _________________ADJUST_L3_________________ RGB_RMOD,RGB_HUD,RGB_SAD, RGB_VAD, _______
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#define _________________ADJUST_R1_________________ _______, _______, _______, _______, _______
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#define _________________ADJUST_R2_________________ RESET, CG_TOGG, _______, _______, _______
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#define _________________ADJUST_R3_________________ _______, KC_MNXT, KC_VOLU, KC_VOLD, KC_MPLY
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Reference in New Issue