]> git.donarmstrong.com Git - qmk_firmware.git/commitdiff
switch to the user visualizer from Fred don
authorDon Armstrong <don@donarmstrong.com>
Thu, 27 Apr 2017 22:39:01 +0000 (15:39 -0700)
committerDon Armstrong <don@donarmstrong.com>
Thu, 27 Apr 2017 22:39:21 +0000 (15:39 -0700)
keyboards/ergodox/keymaps/don/visualizer.c

index f011b5b5f12f95cd906857283a57c2101b504df8..7a2ff7a95bd8c368fa0c268f37c57063e2e41ad6 100644 (file)
@@ -1,5 +1,5 @@
 /*
-Copyright 2016 Fred Sundvik <fsundvik@gmail.com>
+Copyright 2017 Fred Sundvik
 
 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
@@ -15,162 +15,40 @@ You should have received a copy of the GNU General Public License
 along with this program.  If not, see <http://www.gnu.org/licenses/>.
 */
 
-// Currently we are assuming that both the backlight and LCD are enabled
-// But it's entirely possible to write a custom visualizer that use only
-// one of them
-#ifndef LCD_BACKLIGHT_ENABLE
-#error This visualizer needs that LCD backlight is enabled
-#endif
-
-#ifndef LCD_ENABLE
-#error This visualizer needs that LCD is enabled
-#endif
-
-#include "visualizer.h"
-// #include "led_test.h"
-
-static const char* welcome_text[] = {"QMK: Don Keymap", "Infinity Ergodox"};
-
-// Just an example how to write custom keyframe functions, we could have moved
-// all this into the init function
-bool display_welcome(keyframe_animation_t* animation, visualizer_state_t* 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
-    gdispDrawString(0, 3, welcome_text[0], state->font_dejavusansbold12, Black);
-    gdispDrawString(0, 15, welcome_text[1], state->font_dejavusansbold12, Black);
-    // Always remember to flush the display
-    gdispFlush();
-    // you could set the backlight color as well, but we won't do it here, since
-    // it's part of the following animation
-    // lcd_backlight_color(hue, saturation, intensity);
-    // We don't need constant updates, just drawing the screen once is enough
-    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
-// during that time
-static keyframe_animation_t startup_animation = {
-    .num_frames = 4,
-    .loop = false,
-    .frame_lengths = {0, gfxMillisecondsToTicks(1000), gfxMillisecondsToTicks(5000), 0},
-    .frame_functions = {
-            display_welcome,
-            keyframe_animate_backlight_color,
-            keyframe_no_operation,
-            enable_visualization
-    },
-};
-
-// The color animation animates the LCD color when you change layers
-static keyframe_animation_t color_animation = {
-    .num_frames = 2,
-    .loop = false,
-    // Note that there's a 200 ms no-operation frame,
-    // this prevents the color from changing when activating the layer
-    // momentarily
-    .frame_lengths = {gfxMillisecondsToTicks(200), gfxMillisecondsToTicks(500)},
-    .frame_functions = {keyframe_no_operation, keyframe_animate_backlight_color},
-};
-
-// The LCD animation alternates between the layer name display and a
-// bitmap that displays all active layers
-static keyframe_animation_t lcd_animation = {
-    .num_frames = 2,
-    .loop = true,
-    .frame_lengths = {gfxMillisecondsToTicks(2000), gfxMillisecondsToTicks(2000)},
-    .frame_functions = {keyframe_display_layer_text, keyframe_display_layer_bitmap},
-};
-
-static keyframe_animation_t suspend_animation = {
-    .num_frames = 3,
-    .loop = false,
-    .frame_lengths = {0, gfxMillisecondsToTicks(1000), 0},
-    .frame_functions = {
-            keyframe_display_layer_text,
-            keyframe_animate_backlight_color,
-            keyframe_disable_lcd_and_backlight,
-    },
-};
-
-static keyframe_animation_t resume_animation = {
-    .num_frames = 5,
-    .loop = false,
-    .frame_lengths = {0, 0, gfxMillisecondsToTicks(1000), gfxMillisecondsToTicks(5000), 0},
-    .frame_functions = {
-            keyframe_enable_lcd_and_backlight,
-            display_welcome,
-            keyframe_animate_backlight_color,
-            keyframe_no_operation,
-            enable_visualization,
-    },
-};
-
-void initialize_user_visualizer(visualizer_state_t* state) {
-    // The brightness will be dynamically adjustable in the future
-    // But for now, change it here.
-    lcd_backlight_brightness(0x50);
-    state->current_lcd_color = LCD_COLOR(0x00, 0x00, 0xFF);
-    state->target_lcd_color = LCD_COLOR(0x10, 0xFF, 0xFF);
-    start_keyframe_animation(&startup_animation);
-    //    start_keyframe_animation(&led_test_animation);
-}
-
-void update_user_visualizer_state(visualizer_state_t* state) {
-    // Add more tests, change the colors and layer texts here
-    // Usually you want to check the high bits (higher layers first)
-    // because that's the order layers are processed for keypresses
-    // You can for check for example:
-    // state->status.layer
-    // state->status.default_layer
-    // state->status.leds (see led.h for available statuses)
+#include "simple_visualizer.h"
+
+// This function should be implemented by the keymap visualizer
+// Don't change anything else than state->target_lcd_color and state->layer_text as that's the only thing
+// that the simple_visualizer assumes that you are updating
+// Also make sure that the buffer passed to state->layer_text remains valid until the previous animation is
+// stopped. This can be done by either double buffering it or by using constant strings
+static void get_visualizer_layer_and_color(visualizer_state_t* state) {
+    uint8_t saturation = 255;
+    if (state->status.leds & (1u << USB_LED_CAPS_LOCK)) {
+        saturation = 255;
+    }
     if (state->status.layer & 0x20) {
-        state->target_lcd_color = LCD_COLOR(0xB0, 0xFF, 0xFF);
-        state->layer_text = "Plover";
+      state->target_lcd_color = LCD_COLOR(0xB0, saturation, 0xFF);
+      state->layer_text = "Plover";
     }
     else if (state->status.layer & 0x10) {
-        state->target_lcd_color = LCD_COLOR(0x90, 0xFF, 0xFF);
-        state->layer_text = "Numpad";
+      state->target_lcd_color = LCD_COLOR(0x90, saturation, 0xFF);
+      state->layer_text = "Numpad";
     }
     else if (state->status.layer & 0x8) {
-        state->target_lcd_color = LCD_COLOR(0x60, 0xFF, 0xFF);
-        state->layer_text = "KBD FXNs";
+      state->target_lcd_color = LCD_COLOR(0x60, saturation, 0xFF);
+      state->layer_text = "KBD FXNs";
     }
     else if (state->status.layer & 0x4) {
-        state->target_lcd_color = LCD_COLOR(0x30, 0xFF, 0xFF);
+        state->target_lcd_color = LCD_COLOR(0x30, saturation, 0xFF);
         state->layer_text = "Mouse";
     }
     else if (state->status.layer & 0x2) {
-        state->target_lcd_color = LCD_COLOR(0x00, 0xFF, 0xFF);
+      state->target_lcd_color = LCD_COLOR(0x00, saturation, 0xFF);
         state->layer_text = "FXN/Symbols";
     }
     else {
-        state->target_lcd_color = LCD_COLOR(0x00, 0x80, 0x80);
-        state->layer_text = "Default";
+      state->target_lcd_color = LCD_COLOR(0x00, saturation, 0x80);
+      state->layer_text = "Default";
     }
-    // You can also stop existing animations, and start your custom ones here
-    // remember that you should normally have only one animation for the LCD
-    // and one for the background. But you can also combine them if you want.
-    start_keyframe_animation(&lcd_animation);
-    start_keyframe_animation(&color_animation);
-}
-
-void user_visualizer_suspend(visualizer_state_t* state) {
-    state->layer_text = "Suspending...";
-    uint8_t hue = LCD_HUE(state->current_lcd_color);
-    uint8_t sat = LCD_SAT(state->current_lcd_color);
-    state->target_lcd_color = LCD_COLOR(hue, sat, 0);
-    start_keyframe_animation(&suspend_animation);
-}
-
-void user_visualizer_resume(visualizer_state_t* state) {
-    state->current_lcd_color = LCD_COLOR(0x00, 0x00, 0x00);
-    state->target_lcd_color = LCD_COLOR(0x10, 0xFF, 0xFF);
-    start_keyframe_animation(&resume_animation);
-    // start_keyframe_animation(&led_test_animation);
 }