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#ifdef _RGBM_SINGLE_STATIC
_RGBM_SINGLE_STATIC( STATIC_LIGHT )
#ifdef RGBLIGHT_EFFECT_BREATHING
_RGBM_MULTI_DYNAMIC( BREATHING )
_RGBM_TMP_DYNAMIC( breathing_3, BREATHING )
_RGBM_TMP_DYNAMIC( breathing_4, BREATHING )
_RGBM_TMP_DYNAMIC( BREATHING_end, BREATHING )
#endif
#ifdef RGBLIGHT_EFFECT_RAINBOW_MOOD
_RGBM_MULTI_DYNAMIC( RAINBOW_MOOD )
_RGBM_TMP_DYNAMIC( rainbow_mood_7, RAINBOW_MOOD )
_RGBM_TMP_DYNAMIC( RAINBOW_MOOD_end, RAINBOW_MOOD )
#endif
#ifdef RGBLIGHT_EFFECT_RAINBOW_SWIRL
_RGBM_MULTI_DYNAMIC( RAINBOW_SWIRL )
_RGBM_TMP_DYNAMIC( rainbow_swirl_10, RAINBOW_SWIRL )
_RGBM_TMP_DYNAMIC( rainbow_swirl_11, RAINBOW_SWIRL )
_RGBM_TMP_DYNAMIC( rainbow_swirl_12, RAINBOW_SWIRL )
_RGBM_TMP_DYNAMIC( rainbow_swirl_13, RAINBOW_SWIRL )
_RGBM_TMP_DYNAMIC( RAINBOW_SWIRL_end, RAINBOW_SWIRL )
#endif
#ifdef RGBLIGHT_EFFECT_SNAKE
_RGBM_MULTI_DYNAMIC( SNAKE )
_RGBM_TMP_DYNAMIC( snake_16, SNAKE )
_RGBM_TMP_DYNAMIC( snake_17, SNAKE )
_RGBM_TMP_DYNAMIC( snake_18, SNAKE )
_RGBM_TMP_DYNAMIC( snake_19, SNAKE )
_RGBM_TMP_DYNAMIC( SNAKE_end, SNAKE )
#endif
#ifdef RGBLIGHT_EFFECT_KNIGHT
_RGBM_MULTI_DYNAMIC( KNIGHT )
_RGBM_TMP_DYNAMIC( knight_22, KNIGHT )
_RGBM_TMP_DYNAMIC( KNIGHT_end, KNIGHT )
#endif
#ifdef RGBLIGHT_EFFECT_CHRISTMAS
_RGBM_SINGLE_DYNAMIC( CHRISTMAS )
#endif
#ifdef RGBLIGHT_EFFECT_STATIC_GRADIENT
_RGBM_MULTI_STATIC( STATIC_GRADIENT )
_RGBM_TMP_STATIC( static_gradient_26, STATIC_GRADIENT )
_RGBM_TMP_STATIC( static_gradient_27, STATIC_GRADIENT )
_RGBM_TMP_STATIC( static_gradient_28, STATIC_GRADIENT )
_RGBM_TMP_STATIC( static_gradient_29, STATIC_GRADIENT )
_RGBM_TMP_STATIC( static_gradient_30, STATIC_GRADIENT )
_RGBM_TMP_STATIC( static_gradient_31, STATIC_GRADIENT )
_RGBM_TMP_STATIC( static_gradient_32, STATIC_GRADIENT )
_RGBM_TMP_STATIC( static_gradient_33, STATIC_GRADIENT )
_RGBM_TMP_STATIC( STATIC_GRADIENT_end, STATIC_GRADIENT )
#endif
#ifdef RGBLIGHT_EFFECT_RGB_TEST
_RGBM_SINGLE_DYNAMIC( RGB_TEST )
#endif
#ifdef RGBLIGHT_EFFECT_ALTERNATING
_RGBM_SINGLE_DYNAMIC( ALTERNATING )
#endif
//// Add a new mode here.
// #ifdef RGBLIGHT_EFFECT_<name>
// _RGBM_<SINGLE|MULTI>_<STATIC|DYNAMIC>( <name> )
// #endif
#endif
#undef _RGBM_SINGLE_STATIC
#undef _RGBM_SINGLE_DYNAMIC
#undef _RGBM_MULTI_STATIC
#undef _RGBM_MULTI_DYNAMIC
#undef _RGBM_TMP_STATIC
#undef _RGBM_TMP_DYNAMIC
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