_Static_assert(sizeof(visualizer_user_data_t) <= VISUALIZER_USER_DATA_SIZE,
"Please increase the VISUALIZER_USER_DATA_SIZE");
-bool display_logo(keyframe_animation_t* animation, visualizer_state_t* state) {
- (void)state;
- (void)animation;
- (void)state;
- // Read the uGFX documentation for information how to use the displays
- // http://wiki.ugfx.org/index.php/Main_Page
- gdispClear(White);
-
- // You can use static variables for things that can't be found in the animation
- // or state structs, here we use the image
-
- //gdispGBlitArea is a tricky function to use since it supports blitting part of the image
- // if you have full screen image, then just use 128 and 32 for both source and target dimensions
- gdispGBlitArea(GDISP, 0, 0, 128, 32, 0, 0, 128, (pixel_t*)resource_lcd_logo);
-
- return false;
-}
-
// Feel free to modify the animations below, or even add new ones if needed
// Don't worry, if the startup animation is long, you can use the keyboard like normal
.loop = false,
.frame_lengths = {0, gfxMillisecondsToTicks(10000), 0},
.frame_functions = {
- display_logo,
+ lcd_keyframe_draw_logo,
backlight_keyframe_animate_color,
},
};
.frame_functions = {
lcd_keyframe_enable,
backlight_keyframe_enable,
- display_logo,
+ lcd_keyframe_draw_logo,
backlight_keyframe_animate_color,
},
};
static lcd_state_t lcd_state = LCD_STATE_INITIAL;
-bool display_logo(keyframe_animation_t* animation, visualizer_state_t* state) {
- (void)state;
- (void)animation;
- (void)state;
- // Read the uGFX documentation for information how to use the displays
- // http://wiki.ugfx.org/index.php/Main_Page
- gdispClear(White);
-
- // You can use static variables for things that can't be found in the animation
- // or state structs, here we use the image
-
- //gdispGBlitArea is a tricky function to use since it supports blitting part of the image
- // if you have full screen image, then just use 128 and 32 for both source and target dimensions
- gdispGBlitArea(GDISP, 0, 0, 128, 32, 0, 0, 128, (pixel_t*)resource_lcd_logo);
-
- return false;
-}
-
// Feel free to modify the animations below, or even add new ones if needed
// Don't worry, if the startup animation is long, you can use the keyboard like normal
.loop = false,
.frame_lengths = {0, gfxMillisecondsToTicks(10000), 0},
.frame_functions = {
- display_logo,
+ lcd_keyframe_draw_logo,
backlight_keyframe_animate_color,
},
};
.frame_functions = {
lcd_keyframe_enable,
backlight_keyframe_enable,
- display_logo,
+ lcd_keyframe_draw_logo,
backlight_keyframe_animate_color,
},
};
#include <string.h>
#include "action_util.h"
#include "led.h"
+#include "resources/resources.h"
bool lcd_keyframe_display_layer_text(keyframe_animation_t* animation, visualizer_state_t* state) {
(void)animation;
return false;
}
+bool lcd_keyframe_draw_logo(keyframe_animation_t* animation, visualizer_state_t* state) {
+ (void)state;
+ (void)animation;
+ // Read the uGFX documentation for information how to use the displays
+ // http://wiki.ugfx.org/index.php/Main_Page
+ gdispClear(White);
+
+ // You can use static variables for things that can't be found in the animation
+ // or state structs, here we use the image
+
+ //gdispGBlitArea is a tricky function to use since it supports blitting part of the image
+ // if you have full screen image, then just use 128 and 32 for both source and target dimensions
+ gdispGBlitArea(GDISP, 0, 0, 128, 32, 0, 0, 128, (pixel_t*)resource_lcd_logo);
+
+ return false;
+}
+
+
bool lcd_keyframe_disable(keyframe_animation_t* animation, visualizer_state_t* state) {
(void)animation;
(void)state;
bool lcd_keyframe_display_led_states(keyframe_animation_t* animation, visualizer_state_t* state);
// Displays both the layer text and the led states
bool lcd_keyframe_display_layer_and_led_states(keyframe_animation_t* animation, visualizer_state_t* state);
+// Displays the QMK logo on the LCD screen
+bool lcd_keyframe_draw_logo(keyframe_animation_t* animation, visualizer_state_t* state);
bool lcd_keyframe_disable(keyframe_animation_t* animation, visualizer_state_t* state);
bool lcd_keyframe_enable(keyframe_animation_t* animation, visualizer_state_t* state);