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authorFred Sundvik <fsundvik@gmail.com>2016-07-07 14:42:16 +0300
committerFred Sundvik <fsundvik@gmail.com>2016-07-07 14:42:16 +0300
commitcaedec92d2c22480313c43a364408fb920c55364 (patch)
tree907f654858c926a0260ca180020a7e26c71f9a45 /keyboards/infinity_ergodox/keymaps
parentaaac254ebce2005272e7385488b5690bbbe6d7c8 (diff)
Move the visualizer_user file to keymap folder
Also rename it to visualizer.c
Diffstat (limited to 'keyboards/infinity_ergodox/keymaps')
-rw-r--r--keyboards/infinity_ergodox/keymaps/default/visualizer.c168
1 files changed, 168 insertions, 0 deletions
diff --git a/keyboards/infinity_ergodox/keymaps/default/visualizer.c b/keyboards/infinity_ergodox/keymaps/default/visualizer.c
new file mode 100644
index 0000000000..c0d335ce6a
--- /dev/null
+++ b/keyboards/infinity_ergodox/keymaps/default/visualizer.c
@@ -0,0 +1,168 @@
+/*
+Copyright 2016 Fred Sundvik <fsundvik@gmail.com>
+
+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
+the Free Software Foundation, either version 2 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+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[] = {"TMK", "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)
+ if (state->status.layer & 0x8) {
+ state->target_lcd_color = LCD_COLOR(0xC0, 0xB0, 0xFF);
+ state->layer_text = "Numpad";
+ }
+ else if (state->status.layer & 0x4) {
+ state->target_lcd_color = LCD_COLOR(0, 0xB0, 0xFF);
+ state->layer_text = "KBD functions";
+ }
+ else if (state->status.layer & 0x2) {
+ state->target_lcd_color = LCD_COLOR(0x80, 0xB0, 0xFF);
+ state->layer_text = "Function keys";
+ }
+ else {
+ state->target_lcd_color = LCD_COLOR(0x40, 0xB0, 0xFF);
+ 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);
+}