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@ -73,6 +73,14 @@ static const uint8_t image_data_lcd_logo[512] = {
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static const uint32_t logo_background_color = LCD_COLOR(0x00, 0x00, 0xFF);
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static const uint32_t logo_background_color = LCD_COLOR(0x00, 0x00, 0xFF);
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static const uint32_t initial_color = LCD_COLOR(0, 0, 0);
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static const uint32_t initial_color = LCD_COLOR(0, 0, 0);
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typedef enum {
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LCD_STATE_INITIAL,
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LCD_STATE_LAYER_BITMAP,
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LCD_STATE_BITMAP_AND_LEDS,
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} lcd_state_t;
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static lcd_state_t lcd_state = LCD_STATE_INITIAL;
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bool display_logo(keyframe_animation_t* animation, visualizer_state_t* state) {
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bool display_logo(keyframe_animation_t* animation, visualizer_state_t* state) {
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(void)state;
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(void)state;
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(void)animation;
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(void)animation;
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@ -122,11 +130,18 @@ static keyframe_animation_t color_animation = {
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// The LCD animation alternates between the layer name display and a
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// The LCD animation alternates between the layer name display and a
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// bitmap that displays all active layers
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// bitmap that displays all active layers
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static keyframe_animation_t lcd_animation = {
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static keyframe_animation_t lcd_bitmap_animation = {
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.num_frames = 1,
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.loop = false,
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.frame_lengths = {gfxMillisecondsToTicks(0)},
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.frame_functions = {keyframe_display_layer_bitmap},
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};
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static keyframe_animation_t lcd_bitmap_leds_animation = {
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.num_frames = 2,
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.num_frames = 2,
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.loop = true,
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.loop = true,
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.frame_lengths = {gfxMillisecondsToTicks(2000), gfxMillisecondsToTicks(2000)},
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.frame_lengths = {gfxMillisecondsToTicks(2000), gfxMillisecondsToTicks(2000)},
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.frame_functions = {keyframe_display_layer_text, keyframe_display_layer_bitmap},
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.frame_functions = {keyframe_display_layer_bitmap, keyframe_display_led_states},
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};
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};
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static keyframe_animation_t suspend_animation = {
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static keyframe_animation_t suspend_animation = {
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@ -158,38 +173,50 @@ void initialize_user_visualizer(visualizer_state_t* state) {
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lcd_backlight_brightness(130);
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lcd_backlight_brightness(130);
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state->current_lcd_color = initial_color;
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state->current_lcd_color = initial_color;
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state->target_lcd_color = logo_background_color;
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state->target_lcd_color = logo_background_color;
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lcd_state = LCD_STATE_INITIAL;
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start_keyframe_animation(&startup_animation);
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start_keyframe_animation(&startup_animation);
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}
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}
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void update_user_visualizer_state(visualizer_state_t* state) {
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void update_user_visualizer_state(visualizer_state_t* state, visualizer_keyboard_status_t prev_status) {
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// Add more tests, change the colors and layer texts here
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// Check the status here to start and stop animations
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// Usually you want to check the high bits (higher layers first)
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// You might have to save some state, like the current animation here so that you can start the right
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// because that's the order layers are processed for keypresses
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// This function is called every time the status changes
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// You can for check for example:
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// state->status.layer
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// NOTE that this is called from the visualizer thread, so don't access anything else outside the status
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// state->status.default_layer
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// This is also important because the slave won't have access to the active layer for example outside the
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// state->status.leds (see led.h for available statuses)
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// status.
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if (state->status.layer & 0x8) {
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state->target_lcd_color = LCD_COLOR(0xC0, 0xB0, 0xFF);
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if (lcd_state == LCD_STATE_INITIAL) {
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state->layer_text = "Numpad";
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}
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else if (state->status.layer & 0x4) {
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state->target_lcd_color = LCD_COLOR(0, 0xB0, 0xFF);
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state->layer_text = "KBD functions";
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}
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else if (state->status.layer & 0x2) {
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state->target_lcd_color = LCD_COLOR(0x80, 0xB0, 0xFF);
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state->layer_text = "Function keys";
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}
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else {
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state->target_lcd_color = LCD_COLOR(0x40, 0xB0, 0xFF);
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state->target_lcd_color = LCD_COLOR(0x40, 0xB0, 0xFF);
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state->layer_text = "Default";
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start_keyframe_animation(&color_animation);
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}
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if (state->status.leds) {
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if (lcd_state != LCD_STATE_BITMAP_AND_LEDS ||
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state->status.leds != prev_status.leds ||
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state->status.layer != prev_status.layer ||
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state->status.default_layer != prev_status.default_layer) {
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// NOTE: that it doesn't matter if the animation isn't playing, stop will do nothing in that case
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stop_keyframe_animation(&lcd_bitmap_animation);
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lcd_state = LCD_STATE_BITMAP_AND_LEDS;
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// For information:
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// The logic in this function makes sure that this doesn't happen, but if you call start on an
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// animation that is already playing it will be restarted.
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start_keyframe_animation(&lcd_bitmap_leds_animation);
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}
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} else {
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if (lcd_state != LCD_STATE_LAYER_BITMAP ||
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state->status.layer != prev_status.layer ||
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state->status.default_layer != prev_status.default_layer) {
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stop_keyframe_animation(&lcd_bitmap_leds_animation);
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lcd_state = LCD_STATE_LAYER_BITMAP;
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start_keyframe_animation(&lcd_bitmap_animation);
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}
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}
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}
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// You can also stop existing animations, and start your custom ones here
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// remember that you should normally have only one animation for the LCD
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// and one for the background. But you can also combine them if you want.
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start_keyframe_animation(&lcd_animation);
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start_keyframe_animation(&color_animation);
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}
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}
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void user_visualizer_suspend(visualizer_state_t* state) {
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void user_visualizer_suspend(visualizer_state_t* state) {
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@ -203,5 +230,6 @@ void user_visualizer_suspend(visualizer_state_t* state) {
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void user_visualizer_resume(visualizer_state_t* state) {
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void user_visualizer_resume(visualizer_state_t* state) {
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state->current_lcd_color = initial_color;
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state->current_lcd_color = initial_color;
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state->target_lcd_color = logo_background_color;
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state->target_lcd_color = logo_background_color;
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lcd_state = LCD_STATE_INITIAL;
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start_keyframe_animation(&resume_animation);
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start_keyframe_animation(&resume_animation);
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}
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}
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