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122 lines
5.0 KiB
122 lines
5.0 KiB
/*
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The MIT License (MIT)
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Copyright (c) 2016 Fred Sundvik
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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// Currently we are assuming that both the backlight and LCD are enabled
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// But it's entirely possible to write a custom visualizer that use only
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// one of them
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#ifndef LCD_BACKLIGHT_ENABLE
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#error This visualizer needs that LCD backlight is enabled
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#endif
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#ifndef LCD_ENABLE
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#error This visualizer needs that LCD is enabled
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#endif
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#include "visualizer.h"
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static const char* welcome_text[] = {"TMK", "Infinity Ergodox"};
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// Just an example how to write custom keyframe functions, we could have moved
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// all this into the init function
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bool display_welcome(keyframe_animation_t* animation, visualizer_state_t* state) {
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(void)animation;
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// Read the uGFX documentation for information how to use the displays
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// http://wiki.ugfx.org/index.php/Main_Page
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gdispClear(White);
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// You can use static variables for things that can't be found in the animation
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// or state structs
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gdispDrawString(0, 3, welcome_text[0], state->font_dejavusansbold12, Black);
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gdispDrawString(0, 15, welcome_text[1], state->font_dejavusansbold12, Black);
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// Always remember to flush the display
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gdispFlush();
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// you could set the backlight color as well, but we won't do it here, since
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// it's part of the following animation
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// lcd_backlight_color(hue, saturation, intensity);
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// We don't need constant updates, just drawing the screen once is enough
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return false;
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}
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// Feel free to modify the animations below, or even add new ones if needed
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// Don't worry, if the startup animation is long, you can use the keyboard like normal
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// during that time
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static keyframe_animation_t startup_animation = {
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.num_frames = 4,
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.loop = false,
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.frame_lengths = {0, MS2ST(1000), MS2ST(5000), 0},
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.frame_functions = {display_welcome, keyframe_animate_backlight_color, keyframe_no_operation, user_visualizer_inited},
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};
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// The color animation animates the LCD color when you change layers
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static keyframe_animation_t color_animation = {
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.num_frames = 2,
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.loop = false,
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// Note that there's a 200 ms no-operation frame,
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// this prevents the color from changing when activating the layer
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// momentarily
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.frame_lengths = {MS2ST(200), MS2ST(500)},
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.frame_functions = {keyframe_no_operation, keyframe_animate_backlight_color},
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};
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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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static keyframe_animation_t lcd_animation = {
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.num_frames = 2,
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.loop = true,
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.frame_lengths = {MS2ST(2000), MS2ST(2000)},
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.frame_functions = {keyframe_display_layer_text, keyframe_display_layer_bitmap},
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};
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void initialize_user_visualizer(visualizer_state_t* state) {
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// The brightness will be dynamically adjustable in the future
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// But for now, change it here.
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lcd_backlight_brightness(0x50);
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state->current_lcd_color = LCD_COLOR(0x00, 0x00, 0xFF);
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state->target_lcd_color = LCD_COLOR(0x10, 0xFF, 0xFF);
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start_keyframe_animation(&startup_animation);
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}
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void update_user_visualizer_state(visualizer_state_t* state) {
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// Add more tests, change the colors and layer texts here
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// Usually you want to check the high bits (higher layers first)
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// because that's the order layers are processed for keypresses
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// You can for check for example:
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// state->status.layer
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// state->status.default_layer
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// state->status.leds (see led.h for available statuses)
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if (state->status.layer & 0x2) {
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state->target_lcd_color = LCD_COLOR(0xA0, 0xB0, 0xFF);
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state->layer_text = "Layer 2";
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}
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else {
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state->target_lcd_color = LCD_COLOR(0x50, 0xB0, 0xFF);
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state->layer_text = "Layer 1";
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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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