summaryrefslogtreecommitdiff
path: root/users/snowe/readme_ocean_dream.md
diff options
context:
space:
mode:
authorJoel Challis <git@zvecr.com>2023-11-26 18:36:45 +0000
committerGitHub <noreply@github.com>2023-11-27 05:36:45 +1100
commit1ed03f498fa204178c2696c510ac6a2cd8524e2d (patch)
treeb97c1f983b7e4b57c007d0feedadd3ad3e39062b /users/snowe/readme_ocean_dream.md
parent4908d4b1ca260efecf3613e6517aa3a6f2034876 (diff)
Remove userspace keymaps (#22544)
Diffstat (limited to 'users/snowe/readme_ocean_dream.md')
-rw-r--r--users/snowe/readme_ocean_dream.md258
1 files changed, 0 insertions, 258 deletions
diff --git a/users/snowe/readme_ocean_dream.md b/users/snowe/readme_ocean_dream.md
deleted file mode 100644
index fd6de1bca7..0000000000
--- a/users/snowe/readme_ocean_dream.md
+++ /dev/null
@@ -1,258 +0,0 @@
-# Ocean Dream
-
-Tapping away at your IMX Corne with Box Jades, you feel yourself
-drifting off, into a soundscape of waves and rustling leaves.
-You open your eyes only to find yourself in an _Ocean Dream_.
-
-Introducing, **Ocean Dream**, an animation for keyboards with tall OLED
-screens. Built for 128x32 screens, this animation should work for 128x64
-at least, though it hasn't been tested there.
-
-Completely customizable, you can change everything about the animation,
-from the number of falling stars, to how likely a star is to twinkle, and
-even if the moon has phases or not.
-
-# Installation
-
-Installation is easy.
-
-1. Add `ocean.h` and `ocean.c` to your keyboard folder or userspace.
-2. In your `keymap.c` or wherever you handle your oled code, add
-```c
-# ifdef OCEAN_DREAM_ENABLE
- render_stars();
-# endif
-```
-to `oled_task_user(void)`, where you would like (see [my keymap](../../keyboards/crkbd/keymaps/snowe/keymap.c) for an example)
-3. In your `keymap.c` or wherever you handle your process_record code,
- add an event that sets `is_calm` when you press `ctrl`
-```c
-bool process_record_user(uint16_t keycode, keyrecord_t *record) {
- switch (keycode) {
- case KC_LCTL:
- case KC_RCTL:
-#ifdef OCEAN_DREAM_ENABLE
- is_calm = (record->event.pressed) ? true : false;
-#endif
- break;
- }
- return true;
-}
-```
-4. In your `rules.mk` to make it easier to turn the animation on/off, add
-```makefile
-ifeq ($(strip $(OLED_ENABLE)), yes)
- #... your code here...
-
- ifdef OCEAN_DREAM_ENABLE
- ifeq ($(strip $(OCEAN_DREAM_ENABLE)), yes)
- SRC += ocean_dream.c
- OPT_DEFS += -DOCEAN_DREAM_ENABLE
- endif
- endif
- ifndef OCEAN_DREAM_ENABLE
- SRC += ocean_dream.c
- OPT_DEFS += -DOCEAN_DREAM_ENABLE
- endif
-endif
-```
-
-You're done! Now you can enable **Ocean Dream** by simply turning on the OLED feature
-```makefile
-OLED_ENABLE = yes
-```
-
-And if you want to disable it without turning off the OLED Driver you can simply set
-```makefile
-OCEAN_DREAM_ENABLE = no
-```
-
-# Settings
-
-**Ocean Dream** comes with several different animations, all individually configurable:
-
-* 🌌 Stars that twinkle
-* 🌠 Meteor showers that get more vibrant the faster you type
-* 🌊 Waves that get rougher the faster you type
-* 🏝 An island with a palm tree that blows in the wind the faster you type
-* 🌗 A moon that goes through the moon phases (or not, your choice!)
-
-Each feature can be individually turned on and off, with a simple `#define`.
-
-You can see all the options and more documentation by looking at `ocean_dream.h`.
-
-All options come enabled by default.
-
-## Global Flags:
-
-### Toggles:
-
-You can toggle on/off any features using these flags:
-
-* `ENABLE_MOON` // Uses 182 bytes
-* `ENABLE_WAVE` // Uses 844 bytes
-* `ENABLE_SHOOTING_STARS` // Uses 872 bytes
-* `ENABLE_ISLAND`
-* `ENABLE_STARS` // Uses 606 bytes
-
-### Global Configuration:
-
-* `STARRY_NIGHT_ANIM_FRAME_DURATION` - configures how long each frame lasts in ms
-* `NUMBER_OF_FRAMES` - configures the number of frames that constitute a single 'round trip' of animation.
- Enables keeping animations in sync/timed with each other.
- Probably shouldn't touch this, not sure how stuff will work if it's changed.
- If changed should probably be multiple of 1, 2, 3, 4, and 5
-* `WIDTH` - for vertical displays, configures the width (the shortest measurement of your display). defaults to `OLED_DISPLAY_HEIGHT`
-* `HEIGHT` - for vertical displays, configures the height (the longest measurement of your display). defaults to `OLED_DISPLAY_WIDTH`
-
-## Stars
-
-### Description
-
-The 🌌 stars animation is a background of slowly twinkling stars.
-The stars are built on a grid of sorts, where each cell of the grid
-is 8x8 pixels with 1 star per cell. There is a probability of any
-star twinkling on any given frame, decided by the corresponding flags.
-
-### Flags
-
-Enabled with the `#define ENABLE_STARS` directive.
-
-The stars come with several configuration options:
-
-* `STARS_PER_LINE` - configures the number of stars per line. Defaulting to 4, this would
- mean that you have 4 stars across each line (8x32 on a 128x32 display), where each star
- is in a 8x8 grid
-* `NUMBER_OF_STAR_LINES` - configures the number of lines to fill up with stars.
- Defaults to 16, filling the whole display.
-* `TWINKLE_PROBABILITY` - configures the probability of a star twinkling on a given frame.
-* `STAR_ANIMATION_SPEED` - configures the number of frames you want to animate the star at.
- Must be equal to or lower than `NUMBER_OF_FRAMES`.
- Example:
- ```c
- #define NUMBER_OF_FRAMES 20
- #define STAR_ANIMATION_SPEED 5
- ```
- would result in the star animation happening every 4 frames. 20 would result in every frame,
- 1 would be once every 20 frames. This essentially changes how fast stars will twinkle, but
- does not change the probability of the stars twinkling.
-
-## Moon
-
-### Description
-
-The 🌗 moon animation is an 8x8 animation of a moon, or, if you are running out of program memory, you
-can set it to just a static crescent moon, with no animation.
-
-### Flags
-
-Enabled with the `#define ENABLE_MOON` directive.
-
-The moon comes with only a few configuration options:
-
-* `STATIC_MOON` - include this directive if you want your moon to have no animation. It will simply be a static crescent
- moon, only taking up 6 bytes of space. If you do not include this directive, then the moon will have an animation.
- The default is a moon with animation.
-* `MOON_LINE` - defines the line that the moon sits on. Default is `4`. (see [reference](#reference))
-* `MOON_COLUMN` - defines the column that the moon sits at. Default is `4`. (see [reference](#reference))
-* `ANIMATE_MOON_EVERY_N_FRAMES` - only enabled when `STATIC_MOON` is disabled, this affects how often the moon changes phases.
- Example:
- ```c
- #define STARRY_NIGHT_ANIM_FRAME_DURATION 30
- #ifndef STATIC_MOON
- # define ANIMATE_MOON_EVERY_N_FRAMES 100
- #endif
- ```
- would result in the moon changing phases every 3000ms, or every 3 seconds.
-
-## Ocean
-
-### Description
-
-The 🌊 ocean animation is a full width animation of ocean waves, where the waves get rougher the faster you type.
-You can configure the boundaries for each degree of _wave ferocity_ as well as how fast the ocean/waves move.
-
-### Flags
-
-* `OCEAN_LINE` - where to render the ocean at. Defaults to `14`. (see [reference](#reference))
-* `OCEAN_ANIMATION_SPEED` - configures the number of frames you want to animate the ocean at.
- Must be equal to or lower than `NUMBER_OF_FRAMES`.
- Example:
- ```c
- #define NUMBER_OF_FRAMES 20
- #define OCEAN_ANIMATION_SPEED 5
- ```
- would result in the ocean animation happening every 4 frames. 20 would result in every frame,
- 1 would be once every 20 frames. This essentially changes how fast the waves will move.
-* `WAVE_CALM` - Defines the WPM at which the _Wave Ferocity_ kicks up.
- At any WPM between `WAVE_CALM` and `WAVE_HEAVY_STORM`, the waves will be just tiny ripples.
-* `WAVE_HEAVY_STORM` - Defines the WPM at which the _Wave Ferocity_ kicks up to medium.
- At any WPM between `WAVE_HEAVY_STORM` and `WAVE_HURRICANE`, the waves will be medium sized waves.
-* `WAVE_HURRICANE` - Defines the WPM at which the _Wave Ferocity_ kicks up to the last notch.
- At any WPM above `WAVE_HURRICANE`, the waves will be torrential.
-
-## Shooting Stars
-
-The 🌠 shooting star animation is a full screen animation that renders a meteor shower based on your typing speed. The
-faster you type, the more shooting stars there are!
-
-You can configure many parts of the shooting stars, from shower size, to speed, to length of each trail, to how spaced
-out they are.
-
-Note: Each frame of a shooting star is only 2 pixels in length. This is a design decision, and could probably be changed
-with a decent amount of work, but was chosen for looks and memory constraints.
-
-### Flags
-
-* `SHOOTING_STAR_DELAY` - Decides number of frames to delay, based on modulus, e.g. 12 means 0-11 frames of delay between each shooting star
-* `SHOOTING_STAR_FRAMES` - how long each shooting star will be. A size of `16` will result in shooting stars that are 32 pixels long
-* `MAX_NUMBER_OF_SHOOTING_STARS` - maximum number of shooting stars that can be on screen at the same time
-* `SHOOTING_STAR_WPM_INCREMENT` - every n WPM increase, add an extra star, up to MAX_NUMBER_OF_SHOOTING_STARS
- Example: an increment of 5 would result in 1 shooting star at 5-9wpm, 2 at 10-14, etc.
-* `SHOOTING_STAR_ANIMATION_SPEED` - configures the number of frames you want to animate the shooting stars at.
- Must be equal to or lower than `NUMBER_OF_FRAMES`.
- Example:
- ```c
- #define NUMBER_OF_FRAMES 20
- #define SHOOTING_STAR_ANIMATION_SPEED 5
- ```
- would result in the shooting star animation happening every 4 frames. 20 would result in every frame,
- 1 would be once every 20 frames. This essentially changes how fast the stars move through the sky.
-
-
-## Island
-
-The 🏝 island animation is a 32w x 16h animation of a small island with a single palm tree blowing in the wind. The faster
-you type the harder the palm tree blows in the wind!
-
-Since this animation has significant black space to the left side of the tree, certain design decisions were made to allow the
-shooting stars to still show up in the sky there. This animation should work on any size screen >=32 pixels wide, and you
-can place it anywhere on the screen, but above the ocean is recommended.
-
-### Flags
-
-* `ISLAND_LINE` - where to render the island at. Defaults to `12`. The island is 2 lines tall. (see [reference](#reference))
-* `ISLAND_COLUMN` - where to render the island at. Defaults to `0`. The island is 32 pixels wide. (see [reference](#reference))
-* `ISLAND_CALM` - Defines the WPM at which the _Storm Ferocity_ kicks up.
- At any WPM between `ISLAND_CALM` and `ISLAND_HEAVY_STORM`, the palm tree will just calmly blow in the wind.
-* `ISLAND_HEAVY_STORM` - Defines the WPM at which the _Storm Ferocity_ kicks up.
- At any WPM between `ISLAND_HEAVY_STORM` and `ISLAND_HURRICANE`, the palm tree will be blowing hard in the wind
-* `ISLAND_HURRICANE` - Defines the WPM at which the _Storm Ferocity_ kicks up.
- At any WPM above `ISLAND_HURRICANE`, the palm tree will almost be torn from its roots!
-
-
-# Reference
-
-Any reference to `_LINE` or `COLUMN` refers to setting a cursor position using `oled_set_cursor()`, which uses
-`OLED_FONT_WIDTH` and `OLED_FONT_HEIGHT` internally.
-This will be the top-leftmost pixel of the image, so `_LINE 1` would start at the 9th pixel down and `_COLUMN 1`
-would be the 7th pixel to the right, starting from the topleftmost pixel on the screen.
-
-This code has been untested with different font heights/widths, so you might have to adjust a bit to make it work if you
-have modified those values.
-
-# ToDo
-
-- [ ] don't require `is_calm` as a keyboard event. Not sure if the code will work without it currently.
-- [ ] make all the stars twinkle brightly based on keypresses rather than timed. Not just a movement twinkle, but a larger
- 'full' twinkle, where the star actually gets bigger. This will be quite difficult, thus is left out of the v1.