#include <stdint.h>
#include <stdbool.h>
-#ifdef LCD_ENABLE
+#include "config.h"
#include "gfx.h"
-#endif
#ifdef LCD_BACKLIGHT_ENABLE
#include "lcd_backlight.h"
#endif
+#ifdef BACKLIGHT_ENABLE
+#include "backlight.h"
+#endif
+
+// use this function to merge both real_mods and oneshot_mods in a uint16_t
+uint8_t visualizer_get_mods(void);
+
// This need to be called once at the start
void visualizer_init(void);
// This should be called at every matrix scan
-void visualizer_update(uint32_t default_state, uint32_t state, uint32_t leds);
+void visualizer_update(uint32_t default_state, uint32_t state, uint8_t mods, uint32_t leds);
+
// This should be called when the keyboard goes to suspend state
void visualizer_suspend(void);
// This should be called when the keyboard wakes up from suspend state
void visualizer_resume(void);
-// If you need support for more than 8 keyframes per animation, you can change this
-#define MAX_VISUALIZER_KEY_FRAMES 8
+// These functions are week, so they can be overridden by the keyboard
+// if needed
+GDisplay* get_lcd_display(void);
+GDisplay* get_led_display(void);
+
+// For emulator builds, this function need to be implemented
+#ifdef EMULATOR
+void draw_emulator(void);
+#endif
+
+// If you need support for more than 16 keyframes per animation, you can change this
+#define MAX_VISUALIZER_KEY_FRAMES 16
struct keyframe_animation_t;
uint32_t layer;
uint32_t default_layer;
uint32_t leds; // See led.h for available statuses
+ uint8_t mods;
bool suspended;
+#ifdef BACKLIGHT_ENABLE
+ uint8_t backlight_level;
+#endif
+#ifdef VISUALIZER_USER_DATA_SIZE
+ uint8_t user_data[VISUALIZER_USER_DATA_SIZE];
+#endif
} visualizer_keyboard_status_t;
// The state struct is used by the various keyframe functions
// keyframe update functions
int current_frame;
int time_left_in_frame;
+ bool first_update_of_frame;
+ bool last_update_of_frame;
bool need_update;
} keyframe_animation_t;
+extern GDisplay* LCD_DISPLAY;
+extern GDisplay* LED_DISPLAY;
+
void start_keyframe_animation(keyframe_animation_t* animation);
void stop_keyframe_animation(keyframe_animation_t* animation);
+// This runs the next keyframe, but does not update the animation state
+// Useful for crossfades for example
+void run_next_keyframe(keyframe_animation_t* animation, visualizer_state_t* state);
-// Some predefined keyframe functions that can be used by the user code
-// Does nothing, useful for adding delays
-bool keyframe_no_operation(keyframe_animation_t* animation, visualizer_state_t* state);
-// Animates the LCD backlight color between the current color and the target color (of the state)
-bool keyframe_animate_backlight_color(keyframe_animation_t* animation, visualizer_state_t* state);
-// Sets the backlight color to the target color
-bool keyframe_set_backlight_color(keyframe_animation_t* animation, visualizer_state_t* state);
-// Displays the layer text centered vertically on the screen
-bool keyframe_display_layer_text(keyframe_animation_t* animation, visualizer_state_t* state);
-// Displays a bitmap (0/1) of all the currently active layers
-bool keyframe_display_layer_bitmap(keyframe_animation_t* animation, visualizer_state_t* state);
-
-bool keyframe_disable_lcd_and_backlight(keyframe_animation_t* animation, visualizer_state_t* state);
-bool keyframe_enable_lcd_and_backlight(keyframe_animation_t* animation, visualizer_state_t* state);
-
-// Call this once, when the initial animation has finished, alternatively you can call it
-// directly from the initalize_user_visualizer function (the animation can be null)
-bool enable_visualization(keyframe_animation_t* animation, visualizer_state_t* state);
-
-// These two functions have to be implemented by the user
-void initialize_user_visualizer(visualizer_state_t* state);
-void update_user_visualizer_state(visualizer_state_t* state);
+// The master can set userdata which will be transferred to the slave
+#ifdef VISUALIZER_USER_DATA_SIZE
+void visualizer_set_user_data(void* user_data);
+#endif
+
+// These functions have to be implemented by the user
+// Called regularly each time the state has changed (but not every scan loop)
+void update_user_visualizer_state(visualizer_state_t* state, visualizer_keyboard_status_t* prev_status);
+// Called when the computer goes to suspend, will also stop calling update_user_visualizer_state
void user_visualizer_suspend(visualizer_state_t* state);
+// You have to start at least one animation as a response to the following two functions
+// When the animation has finished the visualizer will resume normal operation and start calling the
+// update_user_visualizer_state again
+// Called when the keyboard boots up
+void initialize_user_visualizer(visualizer_state_t* state);
+// Called when the computer resumes from a suspend
void user_visualizer_resume(visualizer_state_t* state);
-
#endif /* VISUALIZER_H */